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Herald of the Moon

Elanil Elassidil, an elf bard of no small legacy, has put out a call for trustworthy agents. It is time, it seems, for a quietly
hidden piece of elven history to become known to the world. Meira Faerenduil, lost knight of Myth Drannor, has been dis-
covered, and must be brought back to civilization. A four-hour adventure for 5th-10th level characters.
Adventure Code: DDEX3-7
Credits
Adventure Design: Matt Hudson
Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall
Organized Play: Chris Tulach
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett, Chris Tulach
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick

Debut: September 3, 2015


Release: October 1, 2015

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
Master’s Guide, D&D Adventurers League, D&D Encounters, D&D Expeditions, D&D Epics, all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
adventure, part of the official D&D Adventurers
Introduction LeagueTM organized play system and the Rage of
DemonsTM storyline season.
Welcome to Herald of the Moon, a D&D ExpeditionsTM
This adventure consists of five mini-adventures, and is

Not for resale. Permission granted to print or photocopy this document for personal use only.
designed for three to seven 5th-10th level characters,
and is optimized for five 8th level characters. Players • Make sure to have a copy of the most current
with 4th level characters may spend twenty downtime version of the D&D basic rules or the Player’s
days to level up to 5th level. Characters outside this level HandbookTM.
range cannot participate in this adventure. • Read through the adventure, taking notes of
The adventure is set in the Moonsea region of the anything you’d like to highlight or remind yourself
Forgotten Realms, in and around the forest of while running the adventure, such as a way you’d
Cormanthor. like to portray an NPC or a tactic you’d like to use in
a combat.
• Get familiar with the monster statistics in the
The D&D Adventurers Appendix.
• Gather together any resources you’d like to use to
League aid you in Dungeon Mastering, such as notecards, a
This adventure is official for D&D Adventurers League DM screen, miniatures, battlemaps, etc.
play. The D&D Adventurers League is the official • If you know the composition of the group
organized play system for DUNGEONS & DRAGONS®. beforehand, you can make adjustments as noted
Players can create characters and participate in any throughout the adventure.
adventure allowed as a part of the D&D Adventurers
League. As they adventure, players track their Before Play at the Table
characters’ experience, treasure, and other rewards, and Ask the players to provide you with relevant character
can take those characters through other adventures that information. This includes:
will continue their story.
D&D Adventurers League play is broken up into • Character name and level
storyline seasons. When players create characters, they • Character race and class
attach those characters to a storyline season, which • Passive Wisdom (Perception)—the most common
determines what rules they’re allowed to use to create passive ability check
and advance their characters. Players can continue to • Anything notable as specified by the adventure
play their characters after the storyline season has (such as backgrounds, traits, flaws, and so on)
finished, possibly participating in a second or third
storyline with those same characters. A character’s level Players that have characters outside the adventure’s
is the only limitation for adventure play. A player cannot level range cannot participate in the adventure with
use a character of a level higher or lower than the level those characters. Players can play an adventure they
range of a D&D Adventurers League adventure. previously played or ran as a Dungeon Master, but not
If you’re running this adventure as a part of a store with the same character (if applicable).
event or at certain conventions, you’ll need a DCI Ensure that each player has an official adventure
number. This number is your official Wizards of the logsheet for his or her character (if not, get one from the
Coast organized play identifier. If you don’t have a organizer). The player will fill out the adventure name,
number, you can obtain one at a store event. Check with session number, date, and your name and DCI number.
your organizer for details. In addition, the player also fills in the starting values for
For more information on playing, running games as a XP, gold, downtime, renown, and number of permanent
Dungeon Master, and organizing games for the D&D magic items. He or she will fill in the other values and
Adventurers League, please visit the D&D Adventurers write notes at the conclusion of the session. Each player
League home. is responsible for maintaining an accurate logsheet.

Preparing the Adventure


Before you show up to Dungeon Master this adventure
for a group of players, you should do the following to
prepare.

Herald of the Moon


Not for resale. Permission granted to print or photocopy this document for personal use only. 2
If you have time, you can do a quick scan of a player’s Determining Party Strength
character sheet to ensure that nothing looks out of Party Composition Party Strength
order. If you see magic items of very high rarities or 3-4 characters, APL less than Very weak
strange arrays of ability scores, you can ask players to 3-4 characters, APL equivalent Weak
provide documentation for the irregularities. If they 3-4 characters, APL greater than Average
cannot, feel free to restrict item use or ask them to use a 5 characters, APL less than Weak
standard ability score array. Point players to the D&D 5 characters, APL equivalent Average
Adventurers League Player’s Guide for reference. 5 characters, APL greater than Strong
If players wish to spend downtime days and it’s the 6-7 characters, APL less than Average
beginning of an adventure or episode, they can declare 6-7 characters, APL equivalent Strong
their activity and spend the days now, or they can do so 6-7 characters, APL greater than Very strong
at the end of the adventure or episode.
Players should select their characters’ spells and Average party strength indicates no recommended
other daily options prior to the start of the adventure, adjustments to the adventure. Each sidebar may or may
unless the adventure specifies otherwise. Feel free to not offer suggestions for certain party strengths. If a
reread the adventure description to help give players particular recommendation is not offered for your group,
hints about what they might face. you don’t have to make adjustments.

Adjusting the Adventure Dungeon Mastering the


Throughout this adventure, you may see sidebars to help Adventure
you make adjustments to this adventure for
As the DM of the session, you have the most important
smaller/larger groups and characters, of higher/lower
role in facilitating the enjoyment of the game for the
levels that the optimized group size. Most of the time,
players. You help guide the narrative and bring the
this is used for combat encounters.
words on these pages to life. The outcome of a fun game
You may adjust the adventure beyond the guidelines
session often creates stories that live well beyond the
given in the adventure, or for other reasons. For
play at the table. Always follow this golden rule when
example, if you’re playing with a group of inexperienced
you DM for a group:
players, you might want to make the adventure a little
easier; for very experienced players, you might want to
Make decisions and adjudications that enhance the
make it a little harder. Therefore, five categories of party
fun of the adventure when possible.
strength have been created for you to use as a guide.
Use these as a guide, and feel free to use a different
To reinforce this golden rule, keep in mind the following:
adjustment during the adventure if the recommended
party strength feels off for the group.
• You are empowered to make adjustments to the
This adventure is optimized for a party of five 8th
adventure and make decisions about how the group
level characters. To figure out whether you need to
interacts with the world of this adventure. This is
adjust the adventure, do the following:
especially important and applicable outside of
combat, but feel free to adjust the adventure for
• Add up the total levels of all the characters
groups that are having too easy or too hard of a
• Divide the total by the number of characters
time.
• Round fractions of .5 or greater up; round frations
• Don’t make the adventure too easy or too difficult
of less than .5 down
for a group. Never being challenged makes for a
boring game, and being overwhelmed makes for a
You’ve now determined the average party level (APL)
frustrating game. Gauge the experience of the
for the adventure. To figure out the party strength for
players (not the characters) with the game, try to
the adventure, consult the following table.
feel out (or ask) what they like in a game, and
attempt to give each of them the experience they’re
after when they play D&D. Give everyone a chance
to shine.

Herald of the Moon


Not for resale. Permission granted to print or photocopy this document for personal use only. 3
• Be mindful of pacing, and keep the game session downtime activities help with lifestyle expenses or add
moving along appropriately. Watch for stalling, lifestyle expenses.
since play loses momentum when this happens. At
the same time, make sure that the players don’t Spellcasting Services
finish too early; provide them with a full play
Any settlement the size of a town or larger can provide
experience. Try to be aware of running long or
some spellcasting services. Characters need to be able
short. Adjust the pacing accordingly.
to travel to the settlement to obtain these services.
• Read-aloud text is just a suggestion; feel free to
Alternatively, if the party finishes an adventure, they can
modify the text as you see fit, especially when
be assumed to return to the settlement closest to the
dialogue is present.
adventure location.
• Give the players appropriate hints so they can make
Spell services generally available include healing and
informed choices about how to proceed. Players
recovery spells, as well as information-gathering spells.
should be given clues and hints when appropriate
Other spell services might be available as specified in
so they can tackle puzzles, combat, and interactions
the adventure. The number of spells available to be cast
without getting frustrated over lack of information.
as a service is limited to a maximum of three per day
This helps to encourage immersion in the
total, unless otherwise noted.
adventure and gives players “little victories” for
figuring out good choices from clues. Spellcasting Services
Spell Cost
In short, being the DM isn’t about following the Cure wounds (1st level) 10 gp
adventure’s text word-for-word; it’s about facilitating a Identify 20 gp
fun, challenging game environment for the players. The Lesser restoration 40 gp
Dungeon Master’s Guide TM has more information on Prayer of healing (2nd level) 40 gp
the art of running a D&D game. Remove curse 90 gp
Speak with dead 90 gp
Downtime and Lifestyle Divination 210 gp
Greater restoration 450 gp
At the beginning of each play session, players must
Raise dead 1,250 gp
declare whether or not they are spending any days of
downtime. The player records the downtime spent on
Acolyte Background
the adventure logsheet. The following options are
A character possessing the acolyte background requesting
available to players during downtime (see the D&D spellcasting services at a temple of his or her faith may request
basic rules or the D&D Adventurers League Player’s one spell per day from the Spellcasting Services table for free.
Guide for more information): The only cost paid for the spell is the base price for the
consumed material component, if any.
Faiths that can call upon spellcasting services in and around
• Catching up Hillsfar include the following: Chauntea, Lliira, Mielikki, and
• Crafting (exception: multiple characters cannot Tempus.
commit to crafting a single item)
• Practicing a profession Character Disease,
• Recuperating Death, and Recovery
• Spellcasting services (end of the adventure only)
• Training Sometimes bad things happen, and characters get
poisoned, diseased, or die. Since you might not have the
Other downtime options might be available during same characters return from session to session, here
adventures or unlocked through play, including faction- are the rules when bad things happen to characters.
specific activities.
In addition, whenever a character spends downtime
days, that character also spends the requisite expense
for his or her lifestyle. Costs are per day, so a character
that spends ten days of downtime also spends ten days
of expenses maintaining his or her lifestyle. Some

Herald of the Moon


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Disease, Poison, and Other Debilitating available.
Effects
A character still affected by diseases, poisons, and other Adventure Background
similar effects at the conclusion of an adventure can Nearly a thousand years ago, in 538 DR, the remnants
spend downtime days recuperating until such time as he of the once-great Netherese Empire struck a dying blow
or she resolves the effect to its conclusion (see the against the Cormanthyr elves in a vicious conflict called
recuperating activity in the D&D basic rules). the Crown against Scepter wars. The elves emerged
If a character doesn’t resolve the effect between victorious, but the price was high in both blood and
sessions, that character begins the next session still treasure, and the wary elves swore to remain forever
affected by the debilitating effect. vigilant against their foes' return.
Centuries later, in 1344 DR, entire elven kingdoms
Death
departed Faerûn in a mass exodus known as The
A character who dies during the course of the adventure
Retreat. But not all elves abandoned the mortal world:
has a few options at the end of the session (or whenever
among those who chose to remain were a small number
arriving back in civilization) if no one in the adventuring
of oath-sworn guardians and caretakers who bound
party has immediate access to a raise dead or revivify
themselves to certain sites holy to their people. One of
spell, or similar magic. A character subject to a raise
these was Meira Faerenduil, a knight of now-lost Myth
dead spell is affected negatively until all long rests have
Drannor, who pledged to guard Eventide Abbey in the
been completed during an adventure. Alternatively, each
great forest Cormanthor against any Netherese threat
downtime day spent after raise dead reduces the penalty
that should emerge. Meira was among the faithful of
to attack rolls, saving throws, and ability checks by 1, in
Labelas Enoreth who, in his capacity as the elven deity
addition to any other benefits the downtime activity
of time and longevity, decided that this oath would bind
might provide.
Meira in death just as in life.
Create a New 1st-Level Character. If the dead
But none did. And though Meira's life ended naturally,
character is unwilling or unable to exercise any of the
the strength of her oath kept her bound to a forgotten
other options, the player creates a new character. The
and abandoned temple, sworn to protect the now-ruined
new character does not have any items or rewards
Abbey from an enemy that would never come.
possessed by the dead character.
Recently Elanil Elassidil, the Moonsilver Herald of
Dead Character Pays for Raise Dead. If the
Elventree and a direct descendent of Meira Faerenduil,
character’s body is recoverable (it’s not missing any vital
discovered a possible solution to the plight of her
organs and is mostly whole) and the player would like
ancestor's trapped spirit: if the spectral guardian could
the character to be returned to life, the party can take
be allowed to fulfill her oath by defending the Abbey
the body back to civilization and use the dead
from the Netherese, she could pass on from this world.
character’s funds to pay for a raise dead spell. A raise
To that end, Elanil has put out a call for adventurers
dead spell cast in this manner costs the character 1,250
willing to journey to the ruins of Eventide Abbey while
gp.
magically disguised as a Netherese raiding party in
Character’s Party Pays for Raise Dead. As above,
order to offer her ancestor's spirit the battle she was
except that some or all of the 1,250 gp for the raise dead
denied in life. And time is of the essence: the key to the
spell is paid for by the party at the end of the session.
deception lies in the fading power of an ancient relic, a
Other characters are under no obligation to spend their
shade coin that marks its bearer as an agent of Netheril.
funds to bring back a dead party member.
If Meira's oath is not fulfilled in the next few days while
Faction Charity. If the character is of level 1 to 4 and
the coin's magic endures, it could be many years before
a member of a faction, the dead character’s body can be
Elanil has another opportunity to give her ancestor
returned to civilization and a patron from the faction
peace.
ensures that he or she receives a raise dead spell.
Finally, to complicate matters, the forest Cormanthor
However, any character invoking this charity forfeits all
surrounding Eventide Abbey has lately become tainted
XP and rewards from that session (even those earned
with the influence of the demon lord Graz'zt seeping up
prior to death during that session), and cannot replay
from the Underdark below. The great wood is always a
that episode or adventure with that character again.
dangerous place, but the corruption of demonic
Once a character reaches 5th level, this option is not
madness makes every step beneath the soaring shadow

Herald of the Moon


Not for resale. Permission granted to print or photocopy this document for personal use only. 5
top trees fraught with peril. Secret Mission: Harpers. Members of the Harpers
are notified through their usual channels that Elanil
Labelas Enoreth Elassidil, a high-ranking Harper agent in Elventree,
The Sage at Sunset and the Lord of the Continuum as he is requires assistance from 'discreet operatives with stout
known, Labelas Enoreth is associated with the long lifespans of hearts'. Adventurers who have obtained the rank of
elves and their fate after departing the mortal realm. Harpshadow (Rank 2) or above are also told "Perhaps
A philosopher and teacher, he patiently provides wisdom
you could even make some headway with this Hillsfar
and knowledge to the elves. He is also loosely associated with
the sun and the passage of time. refugee situation, while you're at it…"
Secret Mission: Emerald Enclave. Members of the
Overview Emerald Enclave receive a messenger bird from Serinia
of Elventree, requesting that they help her do a favor for
This adventure is divided into three parts:
a friend. Adventurers who have obtained the rank of
Part 1. The adventure begins in the village of
Summerstrider (Rank 2) or above in the Emerald
Elventree, where the party learns of a trapped spirit in
Enclave are asked for by name, with the addition of
need of rest. They have an opportunity to solicit advice
"This could be a good opportunity for us to assess the
and provision themselves before setting out.
situation in Cormanthor; the rumors coming out of the
Part 2. The party ventures into the forest Cormanthor
wood are…disturbing."
in search of the ruined Eventide Abbey. As they press
ever deeper into the legendary wood, it becomes clear
that the forest itself suffers from a strange ailment that
drives those who linger there to madness.
Part 3. Ascending to the treetops to enter the Abbey,
the adventurers confront the lingering spirits of the
temple’s defenders in an attempt to free them from the
bonds of undeath.

Adventure Hooks
The adventure begins in Elventree, a modest community
east of Hillsfar on the southern shore of the Moonsea.
The party may have its own reasons for visiting, or one
of the following adventure hooks can help speed them
on their way.
A Friend in Need. Adventurers who met Elanil
Elassidil in an earlier adventure, such as DDEX3-3 The
Occupation of Szith Morcane, receive an urgent letter
asking them to meet her in Elventree to assist her with a
personal matter that relates to her family.
Shade Fanatic Background. Adventurers with a
particular curiosity regarding remnants of the Netherese
Empire have heard rumors of Elanil Elassidil of
Elventree taking a sudden interest in shade relics. When
that name appears again on an open call for
adventurers, the temptation to learn more is too much to
resist.
Whatever Help I Can Get. If none of the above
adventure hooks apply, the party is approached outside
of the gates of Hillsfar by a young elven messenger
named Nari, soliciting help in exchange for offered gold.
Interested parties should make haste to Elventree, and
seek out the Moonsilver Herald, Elanil Elassidil.

Herald of the Moon


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Part 1: Ghosts of the family."

Past Roleplaying Elanil Elassidil


Elanil Elassidil, known as the Moonsilver Herald, serves as the
ELVENTREE IS A MOONSEA COMMUNITY LIKE NO de facto leader of Elventree, a position she has held for nearly a
OTHER…[It] is a place of tranquility and beauty where century. Famous throughout the Moonsea for her
accomplishments as a bard, her true calling is less publicized:
visitors may research magic, old stories, or songs. Its Elanil is a high-ranking Harper, and finds herself involved
people are so peaceful and tolerant, I found it hard to behind the scenes in many of the region's intrigues.
believe that this place is part of the cursed Moonsea. She is clever, generous, and kind to those who would be her
friends. Elanil is largely responsible for Elventree's peace and
— Mendryll Belarod, The Moonsea safety, even as chaos spreads in the outside world. She takes
her role as protector quite seriously, and moves decisively

Elventree against those who threaten her charges.


Quote: "One song to soothe a temper flare / another for a
broadened view / and soon you'll find a pint to share / a friend to
The adventure begins in Elventree, in the tree cottage of sing along with you."
Elanil Elassidil, where the party has answered her call.
Elventree is a modest community largely comprised of In soliciting the party's service in freeing her ancestor's
nonhuman refugees from Hillsfar's Great Law of spirit from its oath, Elanil relays the following:
Humanity. Surrounded on three sides by low hills dotted
with caves, Elventree's dwellings are constructed • Elanil's ancestor was a knight of the now-ruined el-
primarily in the branches of trees, with rope ladders and ven kingdom of Myth Drannor named Meira Faer-
walkways connecting them. The ground is reserved for enduil. When the elves departed in The Retreat,
cook fires and gathering spaces where residents meet to Meira swore an oath to Labelas Enoreth to defend
pass news or share a song. one of his temples from their long-time enemies the
Netherese.
Elanil Elassidil’s Cottage • Eventide Abbey was constructed centuries ago by
elven treesingers. Massive shadow top trees were
Elanil Elassidil is an elven bard of some renown who gradually coaxed into the desired position, and the
has served as the Moonsilver Herald of Elventree for Abbey took form high in the tree branches.
nearly a century. This meeting, however, takes place • The Netherese never came, and Meira eventually
away from the normal trappings of authority in the died and her spirit was bound to the Abbey she had
community; it is a private matter, and so Elanil has sworn to defend. She does not serve alone, how-
invited the party to speak with her in her modest cottage ever. When the elves withdrew during the retreat,
built into the boughs of a tree. they left guardians behind to ward their most sa-
After initial pleasantries are exchanged, she cred sites. The Abbey is likely to contain the spirits
withdraws a small parcel of expensive cloth from a of its defenders, and may still house active magical
hidden pocket in her jacket, and opens it to reveal a traps designed to thwart intruders.
plain coin. • The coin is a shade coin, a token of favor long-used
to signify rank in the Empire of Netheril, which
It doesn't look like much, just an old coin weathered nearly
Elanil obtained by calling in various favors among
black with age. Still, the obvious care with which Elanil
the Harpers. It is harmless now, but still contains
Elassidil, the Moonsilver Herald of Elventree, handles the relic
lingering traces of shadow magic that marks its
suggests there is more to it than meets the eye. Elanil lifts the
bearer as an agent of Netheril. Elanil believes that
coin delicately from its velvet wrap, holding it away from
bringing the coin to the heart of Eventide Abbey will
herself with some distaste as she offers it to you for
allow Meira to fulfill her oath to Labelas Enoreth by
inspection.
defending the temple from the Netherese.
"I know it doesn't look like much, but this scrap of metal was • The power within the coin is quickly fading and un-
both expensive and dangerous for me to obtain. I appreciate likely to last more than a few days longer, spurring
you answering my call so quickly…what little shadow magic Elanil to act in haste. If the coin's magic dissipates
remains inside this coin is fast fading, and it could prove to be entirely before reaching the Abbey and drawing
the key to righting an old wrong that has long distressed my Meira's spirit into combat, it might be years before

Herald of the Moon


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Elanil gets another opportunity to free her ancestor them to join the other refugees at the forest's edge;
from the oath which trapped her for eternity. if they behave themselves, they will not be harmed.
• There is one person in Elventree with vast They are likely to be suspicious of surface dwellers
knowledge about Cormanthor: Serinia, a priestess and hostile to any such suggestion; convincing them
of Mielikki who oversees the Hall of the Unicorn. to join us will be difficult.
She may be able to offer some wisdom regarding • Being able to converse the drow will be of the
traveling in the forest. utmost importance, so hopefully, someone either
• This matter isn't official Harper business; Elanil is speaks Elvish, or better yet, Undercommon.
funding the expedition out-of-pocket. She has al-
ready spent much to acquire the shade coin, but can The Hall of the Unicorn
offer the party a total of 1,000 gp from her personal
The Hall of the Unicorn, Elventree's Temple of Mielikki,
wealth to undertake the mission. She is willing to
is fashioned from the hollowed-out trunk of a towering
provide up to 200 gp in advance for the characters
tree.
to prepare for their trip.
The Hall of the Unicorn is a serene place, even by the generally
Developments placid standards of Elventree as a whole. The entrance to the
When the party has no further questions for Elanil, she temple is carved into the hollow trunk of a vast oak whose
thanks them for agreeing to undertake this mission and
branches spiral overhead, resembling an enormous pair of
bids them act in haste.
antlers. Wildflowers and colorful mosses grow along the walls,
"The road to Eventide Abbey is long, and time is short; I know and a sense of peace and harmony soothes you.
not what dangers you will discover there, but if the last strains Sweeping out the temple's archway with a crude cob broom is
of shadow escape the shade coin before my ancestor's spirit is a female gnome. She wears simple green robes, and sprigs of
freed from her oath, all will have been for naught. Take the fern wind through her hair. As she looks up at you from her
coin and give Meira a battle worthy of a bard's song, and I will task, her eyes widen. "Oh…oh! You! You're here already!
feast you properly when next we meet!" Come, come!" she calls over her shoulder as she bustles
inside.
Secret Mission: Harpers Through the doorway you see an enormous wooden statue of
If any of the adventurers are members of the Harpers, a unicorn, captured in flawless detail. "Let me see, where did I
Elanil asks them to hang back a moment as the others put the saucers now?" floats out from a side room as the
get ready to depart, and provides them with a secret gnome reappears, bearing a platter of fresh honey cakes and a
mission. steaming pot of tea. "Now we can make for a proper welcome!
I am Serinia, but if you're here for the reason I suspect, you'll
• Recent disturbances within the Underdark have
already have known that. Elanil's already given me some of the
driven a number of its denizens to the surface. With
basics…what do you need to know?"
the gates of Hillsfar sealed to outsiders, and
refugees already sheltering within the outskirts of
Cormanthor, tensions are rising as people become Serinia is concerned for the fate of her friend Elanil's
increasingly desperate. family, and is able to offer the following guidance:
• Many of the nonhuman refugees fleeing Hillsfar's • Cormanthor is an ancient forest, whose origins
Great Law of Humanity have found shelter in the were long forgotten even before the first elves
outskirts of Cormanthor forest. There have been walked the land. It is divided into three regions.
reports from Harper agents within the refugee First, the Rimwood: loose, low growth that spans a
camps of drow elves sighted deeper within the ten-mile perimeter around the forest's edge.
wood. Second, the Midwood, the bulk of the forest, where
• Recent events in the drow outpost of Szith Morcane a dense canopy shelters a thriving variety of plant
has caused a flood of refugees throughout the area; and animal life. Finally, the deepest, oldest section
including Cormanthor Forest. For their protection of Cormanthor is known as the Starwood, where
and to avoid any Hillfarian entanglements, the drow shadow top trees soar hundreds of feet overhead,
must be convinced to cooperate with the factions. an unbroken blanket of leaves blocks out the sky,
• If you do encounter any drow, you must convince and the oldest elven civilizations were born.

Herald of the Moon


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• The ruin of Eventide Abbey is located within the • One of the guardians of the wood, a treant who calls
Starwood, southeast of Elventree. Forging directly himself Brightleaf, watches over the small residents
into the wood is not advisable, as those unfamiliar of Cormanthor. He is a friend to the Emerald
with the forest's twisting paths would soon become Enclave, and provides occasional wisdom regarding
hopelessly lost. There is, fortunately, an old path the state of the wood. Serinia has not heard from
that was used on pilgrimages long ago. him in some time, and is concerned by the silence.
• To find the path, take the road called the Moonsea • Your path to Eventide Abbey will take you near
Ride south from Hillsfar, into Cormanthor. You'll Brightleaf's grove; pay your respects on our behalf,
pass through the Rimwood, and recognize the and do anything you can to assist him as caretakers
beginnings of the Midwood when you start to see of the wood.
white ash and beech trees mixed in among the
pines. Look for a path branching east off of the The Road
Moonsea Ride near the border of the Midwood, and
When the party has gathered the necessary information
you'll find your trail.
and made whatever preparations they desire, they can
• Traveling to the site of the Abbey on foot can be
set out for the Abbey.
achieved in under a tenday at a brisk pace. The
Their journey takes them first west, toward Hillsfar,
journey can be made a couple days shorter by using
before turning south on the Moonsea Ride that cuts
mounts.
through the forest Cormanthor.
• The journey though Cormanthor isn't just a stroll in
the woods, as the unprepared soon learn. The Distance
deeper stretches of the forest can experience total
darkness even at Highsun, and scaling the ancient The trip from Elventree to the edge of the forest is not
trees can be as perilous as any mountain climb. the focus of this adventure, and can be quickly narrated.
Some even find resting in the forest to be difficult, If it's useful to give players a sense of distance overall,
their senses overwhelmed and their dreams refer to the chart below.
troubled.
Traveling to Eventide Abbey
Roleplaying Serinia Distance Location
Serinia is a forest gnome with a nervous disposition. Elventree
is hardly a bustling metropolis, but she still finds the number of 80 mi. Elventree to the Rimwood
people here to be somewhat overwhelming, preferring to spend
her time in the company of small animals or in quiet 10 mi. Rimwood to the Midwood
communion with the natural world.
25 mi. Midwood to the Starwood
Quote: "It's so crowded here! Why, there must be nearly a
dozen people in this inn...maybe I should sleep outside." 50 mi. Starwood to Eventide Abbey

Secret Mission: Emerald Enclave


If any of the adventurers are members of the Emerald
Speed
Enclave, Serinia asks them to step into a shadowed With the magic of the shade coin fading, time is of the
vestibule of the Hall to speak privately, and provides essence. The adventurers never know exactly how long
them with a secret mission. they have until the coin becomes inert, and you can use
• Something has changed of late within the forest that to narrative advantage.
Cormanthor, and not for the better. The animal In general, party decisions and actions that increase
denizens of the wood are fearful, keeping to the travel speed at the cost of resources or increased danger
edge of the trees--or fleeing all together. Many of the leave more of the shadow magic in the coin when they
dryads and other tree spirits are uneasy and sense a confront Meira. Traveling at a more conservative pace or
'wrongness' that they cannot identify. taking excessive rests make it more likely that the magic
fades and the ruse proves unsuccessful.

Herald of the Moon


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The first test of this comes in the group's travel from
Elventree to the edge of Cormanthor. The party travels
at the pace of its slowest member; if they unanimously
decide to push themselves or their mounts to the limit,
they can increase their speed at the risk of exhaustion.
If the group decides to do so, each character must
succeed on a DC 15 Constitution saving throw. On a
success, they are able to bear the aches and weariness
of long days on the road without ill effect. On a failure,
they receive one level of exhaustion which, though they
do not know this, they will not be able to recover by
resting in Cormanthor. (As Serinia hinted, "some find
resting in the forest to be difficult").
The characters are troubled with unsettling dreams as
they sleep in the forest. Visions of debauchery and
betrayal dance in their heads. Even the trances of any
elves are unnerving.
Whatever the party decides, record the outcome on
the chart in DM Appendix: The Fading Shadow. The
results has an impact on the adventure's conclusion.

The stragglers you pass along the road outside of Hillsfar draw
hoods and avert their eyes from a distance; these are
unfriendly times, and a stray glance is as likely to earn you a
drawn blade as a greeting.
The dusty miles roll by uneventfully until, in the distance, you
make out the sea of shadowy trees that swallow the horizon.
You have arrived at the forest Cormanthor.

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Madness
Part 2: Cormanthor At the best of times, the Underdark is a bizarre, alien, and
inhospitable world, but the influence of the demon lords has
transformed it into a domain of madness and chaos. Faerzress
THE GODS MUST HAVE TRULY LOVED CORMANTHOR, FOR
acts as a catalyst, spreading the demon lords’ madness
IT WAS THE FINEST FOREST THEY EVER CREATED. throughout the Underdark.
— Lyra Sunrose, Elminster's Ecologies: Cormanthor A creature’s madness level starts at 0. When the creature
fails a madness saving throw, its madness level increases by 1,
and the creature immediately suffers the level’s effect (as
The great wood Cormanthor is ancient even by the long determined by rolling on the Short-Term Madness, Long-Term
reckoning of elves, though its proudest days are far Madness, or Indefinite Madness table in the Dungeon Master’s
behind it. Guide, as appropriate). When the effect ends, the creature’s
The forest is naturally divided into four regions named madness level doesn’t change. Any time the creature’s
madness level increases, it suffers the effect of the new level.
for the elven settlements that called Cormanthor home If a creature with level 3 madness fails a madness saving
at the height of their empire millennia ago. In this throw, its madness level becomes 1. In this way, characters can
adventure, the party explores the easternmost section of potentially accumulate multiple forms of madness. If a
the wood known as Elven Court, venturing through character accumulates a form madness that they are already
suffering from, reroll until a new result is reached.
increasingly dense, dark, and dangerous stretches of
Bouts of short- and long-term madness can be cured as
wildwood south of Elventree in search of Eventide described in the Dungeon Master’s Guide. Given the demonic
Abbey. source of the madness, remove curse and dispel evil are also
effective as cures. A greater restoration spell or more powerful
Madness in the Dark magic is needed to cure indefinite madness and also resets a
creature’s madness level to 0.
As the party ventures deeper into Cormanthor, there are In adventures set during Rage of Demons, madness is
measured in three levels:
two separate phenomena to be aware of: the passage of
time and the unwholesome influence of the forest itself.
First, if party is to complete its mission to Eventide Madness Level
Level Effect
Abbey, they must arrive at the temple while the shade
1 Short-term madness (lasts 1d10 minutes)
coin still contains enough shadow magic. Try to 2 Long-term madness (lasts 1d10 x 10 minutes)
maintain a sense of urgency throughout the journey, 3 Indefinite madness (lasts until cured)
particularly when there is discussion of when to rest,
and keep track of party decisions in DM Appendix: The Indefinite Madnesses of Graz’zt
Fading Shadow. The consequences of traveling too Graz'zt influence on the region has manifested itself in the
slowly do not become clear until the adventure's different forms of madness that characters may develop. Upon
reaching madness level 3, instead of rolling on the Indefinite
conclusion.
Madness table on page 260 of the Dungeon Master's Guide, roll
Second, the recent changes to Cormanthor have not on the following table and the character gains the madness
yet been properly recognized for what they are, but listed below. Have the player note it on his or her character
result from the infernal influences currently corrupting sheet.
the Underdark being drawn up to the surface via the If the roll results in a madness already possessed by the
character, reroll until a new result is reached.
vast root systems of the forest's ancient trees. Emotions
are heightened within the wood, and any travelers who 01-20 Narcissism: "There is nothing in existence that is
linger there are likely to find themselves pushed to the more important than me."
brink of insanity. Those who sleep in the deeper, darker 21-40 Megalomania: "Anyone who doesn't do exactly what I
say does not deserve to live."
parts of the forest find their dreams full of decadence 41-60 Infatuation: "I will not rest until I have made
and indulgence. someone else mine, and doing so is more important
After emotionally-heightened moments in to me than my own life or the lives of others."
Cormanthor, especially combat, the party may become 61-80 Hedonism: "My own pleasure is of paramount
importance. Everything else, including social graces,
tainted with the Indefinite Madness of Graz'zt, described
is a triviality."
in the following table. 81-100 Abomination: "The mores of society are a lie, meant
to shackle free thinking people. I will revel in that
which others find shocking or disgusting to
demonstrate my rebellion."

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1. Rimwood Love Nest
The outermost section of Cormanthor, the Rimwood is a The more dangerous denizens of Cormanthor normally
ten mile wide band of pine trees that separates the dwell deeper in the great forest, but recent changes to
deeper reaches of the Midwood and the Starwood from the atmosphere of the wood have driven skittish prey out
the wider world. into the Rimwood area…and the predators have followed
them.
Passing under the first trees that mark the border of the forest While still on the outskirts of the Rimwood, the
Cormanthor, you are struck by the age and majesty of the adventurers begin to see the first signs that all in
place. There is power to be found in the ancient places of the Cormanthor is not as it should be. Smaller trees and
world, and it is easy to imagine this wood standing sentinel at shrubs show signs of having been trampled flat, and
the dawn of Faerûn. several carcasses of deer and boar are strewn about in
the pine needles, badly mauled but uneaten. A DC 10
General Features Intelligence (Nature) check suggests that the meat is
The general features of the Rimwood section of reminiscent of how a hunter might bait a trap…
Cormanthor are as follows:
Just off of the road, you see a shallow pit forty feet across and
Trees. The shallow-rooted blueridge and needleleaf
perhaps fifteen feet deep at its lowest point. A one foot high
pines that grow here are well-suited to the Rimwood's
ridge of displaced dirt and loose stones encircles the
sandy soil. The trees are widely spaced, rarely touching,
depression, and the smell of rotting meat pervades the air.
and most are around twenty feet tall.
There are several downed trees - mostly smaller pines - in the
Light. The trees in the Rimwood are small enough
area surrounding the pit. The ground nearby is stained with
and spaced far enough apart that they do not interfere
blood and occasional scraps of fur.
with normal daylight.
Sounds. A thick carpet of springy pine needles
Investigating the pit reveals that the ground within is
dampens the Rimwood forest floor, reducing footfalls to
covered with a fine white powder, which can be
near silence and granting advantage to creatures
identified as crushed bone with a successful DC 10
attempting to move silently.
Wisdom (Medicine) check by anyone who ventures
Fauna. Sparse vegetation makes larger mammals less
inside to examine it. Identifying the pit as a bulette
common in the Rimwood (though this is changing, see
mating nest requires a successful DC 15 Intelligence
Love Nest, below), but winged insects and the birds that
(Nature) check, which can be made with advantage if the
prey upon them thrive.
bone was previously recognized. Two bulettes live
within the nest.
Resting in Cormanthor As soon as the adventurers understand the nature of
The wood is unsettled by the influence of Graz'zt, making
lingering there decidedly unpleasant. If the party decides to take
the nest (or, failing to do so, as soon as they prepare to
a long rest within the wood, they may do so. However, upon move on), the ground trembles beneath their feet and
completing the rest, the following applies: erupts into a cascade of dirt and pebbles as an
• Exhaustion: Resting within Cormanthor does not permit a enormous bulette emerges from the earth with a
character to recover levels of exhaustion. Long rests
bellowing roar. The bulette had been resting twenty feet
otherwise function as normal in terms of resources
recovered. below the bottom of the nest, so detecting it before it
• Madness: Upon completing a long rest, each character emerges requires a successful DC 18 Wisdom
must succeed on a DC 15 Wisdom saving throw. On a (Perception) check to avoid being surprised, which the
failure, their madness level increases by 1 and they are
party may make with advantage if they recognized the
potentially affected by the Indefinite Madness of Graz'zt
(see table). danger of being so close to a bulette mating nest.
• Time: The shade coin's magic fades more quickly within the
wood. Whenever the party completes a short or a long rest,
record it in the appropriate space in DM Appendix: The
Fading Shadow. After the party completes their first rest
under the trees of Cormanthor, the DM should make it
clear that it seems as if the coin is becoming less dark, as if
the shadow is draining away into the shadows beneath the
trees.

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After the surprise round (if any), a second bulette 13 Wisdom (Survival) group check. If the group
crashes through the nearby tree cover to join the fray in remembered Serinia's directions, they may make the
the normal initiative order. Any adventurers inside or check with advantage. If they did not remember, each
adjacent to the pit must contend with the loose dirt and character other than druids, rangers, and those with the
bone dust, treating the area as difficult terrain and Cormanthor Refugee background make the check with
suffering disadvantage on Dexterity saving throws while disadvantage. If more than half of the group succeeds on
they struggle for footing. the check, they can progress normally. If half or more of
A successful DC 10 Wisdom (Insight) check the group fails, they must spend valuable time
recognizes that the bulettes are engaged in a grisly and deadheading back down several wrong trails before
competitive mating ritual, and treat slaughtering the eventually finding their way.
adventurers as an opportunity to prove their worth as Record the result in DM Appendix: The Fading
mates to one another. They fight until slain, frequently Shadow.
burrowing into the earth between rounds and using
deadly leap to knock adventurers prone so that the other 2. Midwood
bulette may bite unconscious targets with advantage.
The bulk of Cormanthor is known as the Midwood, a
vast stretch of unbroken tree cover that shrouds the
Adjusting the Encounter forest below in darkness.
An average party should find this to be a hard combat
encounter. Here are recommendations for adjusting it to suit The thickening tree canopy fills the forest below with shifting
the group at your table. These are not cumulative:
shadows as you plunge into the Midwood.
• Very weak party: Remove the bulette emerging from the
forest in the first round The path winds back and forth upon itself in an easily-lost
• Weak party: The adventurers are not surprised by the tangle, and clusters of briars and nettles overgrow the trails
bulette emerging from the ground; roll initiative normally and threaten to choke the life from smaller trees.
• Strong party: Add a second bulette emerging from the
forest in the first round (three total)
• Very strong party: Add a second bulette emerging from the The overgrowth can be identified as relatively young (at
ground in the surprise round (three total) least in the forest’s terms) by a successful DC 12
Wisdom (Nature) check. Succeeding on the check by
Treasure five or more recognizes that the growth is not magical,
A thorough search of the nest reveals the remains of an
but is more symptomatic of a failure of the forest’s
unwary traveler or two mixed in with crushed animal
natural defenses.
bones and larger bits of rotting carcass. Among the offal
Thicket. Huge thickets, 8-feet-high and 30-feet-deep,
is a handful of small gems and gore-covered coins worth
stretch off into the forest in either direction. Any
a total of 150 gp.
creature that enters the thicket or starts its turn within it
must succeed on a DC 12 Dexterity saving throws,
Finding the Path
taking 11 (2d10) piercing damage on a failed save, and
As the Rimwood gives way to the deeper Midwood, the half as much on a success. The thicket is considered
party must leave the Moonsea Ride and strike off deeper natural difficult terrain.
into the forest. Characters that take the time to cut or burn away the
brambles automatically succeed on any saving throw
The woods begin to deepen, trees growing closer together in a made to move through it, but doing so angers Brightleaf
chaotic jumble of branch and leaf. The boundary between the in the subsequent encounter, making him far more likely
Rimwood and the Midwood must be near, but one tree looks to become hostile and attack.
much like another, and numerous tracks and paths wind away
from the Moonsea Ride in either direction.
Secret Mission: Emerald Enclave
If any of the characters are members of the Emerald Enclave
To correctly identify the proper point at which to leave and accepted the secret mission, skip Encounter A. Sticks and
the road, ask the players what signs they are looking for. Stones and proceed to Encounter B. Secret Mission: Emerald
Enclave, below. Otherwise, if there are no members of the
Those who heed Serinia's advice know they seek "white
Emerald Enclave, run Encounter A and skip Encounter B.
ash and beech trees" and "a path that branches east."
To find the path, the characters must succeed on a DC

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General Features Treasure
The slain elf is dead. However, he bore a satchel
The general features of the Midwood section of containing a wooden flask containing a potion of animal
Cormanthor are as follows: friendship, and a delicately etched leaf that functions as
Trees. A greater variety of tree species thrive in the a scroll of protection from plants.
rich soil of the Midwood, including numerous streaks of
white ash and beech trees packed tightly among the B. Secret Mission: Emerald
pines. Enclave
Light. Even in the brightest hours of day, the dense
leaf canopy of the Midwood reduces the forest floor to This encounter is run only if there is a member of the
no brighter than dim light. During the day, creatures Emerald Enclave of suitable rank and only if that
lacking darkvision or a light source have disadvantage character accepted the secret mission.
on perception check. During the evening hours, the The path opens up into the grove of a treant named
forest is heavily obscured by darkness. Brightleaf. Normally a place of strong natural harmony,
Smells. The smell of wet bark and moldering the grove has become a focal point of the forest's
vegetation wafts from rotting logs and damp hollows. corruption.
Sounds. What little breeze stirs here rustles leaves
The path in front of you is overgrown with a solid mass of
and small branches with a rhythmic, swaying sound that
wicked looking thorns and bramble blocking the way.
resembles breathing.
On the far side of the thicket, you can see the path widen into
A. Sticks and Stones a shadowy clearing with a single large elm at its center. The
undergrowth on either side of the path is a hopeless tangle,
The path opens into a moderately-sized clearing. Read: even less appealing than forging ahead.

This otherwise placid, serene clearing is sullied by a harrowing


The elm at the center of the clearing is Brightleaf, a
sight. Around a bend in the clearing, you see a large stag with
treant that acts as the guardian of this stretch of the
fur the color of alabaster lying in a bloody ruin on the ground.
Midwood. Brightleaf has almost completely succumbed
Pinned beneath it is the body of an elf; clad in tattered leather
to a messiah complex induced by the influences of
armor.
Graz'zt; believing himself to be the god of Cormanthor.
The brush at the side of the clearing rustles and explodes as a
He has no knowledge of the world beyond the
number of immense forms emerge from the cover of the
Rimwood’s borders.
forest, the ground shaking beneath their feet.

A pair of hill giants have recently slain the elf and his Roleplaying Brightleaf
Brightleaf is wary of outsiders, but not immediately hostile. He
mount using a thrown rock. A successful DC 15 engages in conversation with the adventurers if they are
Intelligence (Religion) recognizes white stags as holy to suitably respectful, though he drones on condescendingly
Labelas Enoreth. Both the giants and the giant boar about the greatness of Cormanthor and how well it reflects
that accompanies them arrive shortly after the upon his own glory. He speaks metaphorically and painfully
slowly in a rich bass and almost never reaches a point.
characters do. Neither side is surprised.
(Remaining polite should be a strain for even the most
diplomatic party.)
Adjusting the Encounter Signs of the treant's madness can be detected with a DC 10
Wisdom (Insight) check, though Brightleaf steadfastly denies
Here are recommendations for adjusting it to suit the group at
the possibility that any outside force could influence a being as
your table. These are not cumulative:
wise and powerful as he.
• Very weak party: Remove the giant boar
Quote: "You… rootless… ignorants…wouldn't… comprehend…
• Weak party: Remove 1 hill giant; add 2 giant boars
my… methods… but… the… true… freedom… of… my… forest…
• Strong party: Add 2 giant boars
demands… deep… roots… and… strong… branches… to…
• Very strong party: Add 1 hill giant
withstand… the… storm… of… liars… and… heretics."

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Six vine blights who have been drawn to the taint of Incapacitate Brightleaf. If the characters are unable
Brightleaf's grove feed his delusions with a cruel to cast greater restoration, they must incapacitate the
mockery of worship and whispers of heretical intruders treant in order to cure him. Similarly, if an adventurer
come to challenge his divinity. Throughout the offends Brightleaf by persisting in any claim that he is
characters's conversation with the treant, any character either unwell, disputes his divine status, or otherwise
that succeeds on a DC 15 Wisdom (Perception) check performs any action against the treant or his blight
hears the vine blights climbing through Brightleaf's worshippers that he believes is hostile, Brightleaf
branches continually whisper dire warnings of imminent attacks.
treachery from the characters, particularly regarding any The vine blights drop from his branches and cover as
adventurers with an obvious affinity for natural lore; much of the grove as is possible in entangling plants
such as elves, druids or rangers, or anyone who openly before running into the brush. Brightleaf animates trees
identifies themselves as a member of the Emerald and commands them to "destroy the fleshlings!" He
Enclave. remains at a distance, ripping rocks from the ground
and hurling them at restrained adventurers.
To Treat with a Treant
If the party remains completely respectful and has taken
Adjusting the Encounter
no action harmful to Cormanthor (such as setting fires Here are recommendations for adjusting it to suit the group at
or cutting trees), Brightleaf discusses the state of the your table. These are not cumulative:
forest indefinitely--frequently repeating himself and • Very weak party: Brightleaf does not animate trees.
obviously misrepresenting the health of the wood, which • Weak party: Replace the trees animated by Brightleaf with
the statistics for awakened trees.
he believes to be impeccable. He allows the group to
• Strong party: Brightleaf animates three trees, instead of
depart peacefully whenever they wish. If the group two.
lingers, Brightleaf drones on endlessly about his • Very strong party: Brightleaf animates four trees, instead of
delusions. two.
In order to cure Brightleaf of his malady, the
Developments
characters have two primary options (though other
If Brightleaf is reduced to 0 hp, he has an obvious
particularly clever ideas should be rewarded):
moment of surprised clarity, a break in his madness as
Cure Brightleaf. Any character that casts an
he slips into unconsciousness. If an adventurer acts
appropriate spell of 3rd-level or higher (such as dispel
within three rounds to stabilize him or restore hit points
evil, greater restoration, remove curse, etc.) upon the
to the treant, Brightleaf is revived normally. Otherwise,
treant successfully cures it of its madness. However, in
Brightleaf dies at the end of the third round, and his
order to so, they must first be adjacent to the treant. If
spirit returns to the soil, forever lost.
any of the characters approaches within 20 feet,
Similarly, if the characters successfully cast their
Brightleaf attacks. If a character that succeeds on a
restorative spell on the treant, he is similarly returned to
Charisma (Deception or Persuasion) check opposed by
normality.
Brightleaf's Wisdom (Insight) check, the treant allows
If Brightleaf is saved, he thanks the adventurers:
that character to approach without attacking. Due to the
whispers of the blights, characters with obvious ties to The cracked bark of the treant's massive face draws together in
nature (rangers, druids, self-proclaimed members of the a deep frown. "My… forest… suffers… and… I… have… been…
Emerald Enclave, etc.) make this check with unsound. There… are… wrongs… to… be… righted.
disadvantage. Thank…you…for…showing…me…my… failure. I… have…
Once adjacent, however, they discover that the treant
much… work… yet… to… do."
is not willing to allow someone to cast spells upon him.
In order to successfully cast the spell on Brightleaf, the
If Brightleaf is killed, or the party leaves him to his fate
caster must succeed on an opposed Dexterity check to
within the grove without aiding him, each member of the
touch him. If successful, the spell is effective, and
party must succeed on a DC 15 Wisdom saving throw to
Brightleaf is cured of his malady. If the caster fails the
resist the wrongness of the place. Any elf, druid, ranger,
check, the spell is lost and Brightleaf is unaffected. If the
or member of the Emerald Enclave makes this saving
characters managed to calm Brightleaf and then failed
throw with disadvantage on as the remorse of their part
to cast the spell on him, Brightleaf attacks.
in the destruction of one of the forest's great guardians

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washes over them. On a failed save, the character's Surveying the scene reveals the following, based upon
Madness Level is increased by 1. the success of a Wisdom (Perception) check--keeping in
mind that a light source bright enough to help see these
Treasure details immediately reveals the party's presence to the
If Brightleaf is saved, he also gives gifts of thanks to the drow.
party. He has no material wealth, but provides a wooden
flask containing a potion of animal friendship, and a • DC 10: The Spiral Stair. One of the larger trees
delicately etched leaf that functions as a scroll of around has a delicately-carved spiral staircase en-
protection from plants. circling its trunk and winding straight up into the
darkness.
XP Reward • DC 15: The Sign of Morning. That shadow top tree
If Brightleaf is saved or the group departs without also bears a large bas relief depiction of the setting
fighting him, each member of the party receives 200 XP. sun, containing a face with vaguely elven features. It
is partially overgrown with moss and bark, but can
3. The Starwood be identified as the symbol of Labelas Enoreth, the
ancient elven god of time.
The deepest sections of Cormanthor where outsiders
• DC 20: The Abbey Above. Especially keen-eyed ad-
rarely tread is known as the Starwood. Sacred to the
venturers get the barest sense of a large structure
elves, it was here that their empires were founded, and
resting in the shadowed branches high overhead.
the deep shadows of the forest still contain many ruins.
Drow Camp
Secret Mission: Harpers
If any of the characters are members of the Harpers and A number of displaced drow have fled the brutality of the
accepted the secret mission, the following encounter has fire giant occupation of the Underdark outpost of Szith
additional parameters as detailed in Secret Mission: Harpers, Morcane. Escaping to the surface via The Waydown, a
below. sinkhole that recently opened near Hillsfar. Some dark
elves--having been persecuted both above ground and
The trees grow thicker, taller as you enter the heart of below--have taken refuge within the deepest stretches of
Cormanthor, known as the Starwood. The shadow tops, as the Cormanthor's Starwood.
great pines are called, stretch hundreds of feet from the forest This group has little interest in the long-ruined Abbey
floor to a canopy so dense that no light filters through to the resting high in the boughs above them; they have made
ground below, plunging the forest into an almost subterranean their camp by chance beneath the shelter offered by the
darkness. shadow top trees.
The forest, however, isn't quite so indifferent to them:
General Features the Madness of Graz'zt that drove the drow from the
Underdark still holds sway on them here, leaving the
The general features of the Starwood section of
dark elves in the throes of a wild hedonistic revel when
Cormanthor are as follows:
the party finds them.
Trees. The shadow top trees are massive on a scale
rarely encountered in the outside world, soaring up to A raucous peal of laughter and the jarring, up-tempo strains of
400 feet high with trunks that must be 80 feet in a poorly-tuned stringed instrument echo strangely off of the
diameter. trunks around you. Elven voices arguing over a carafe of wine
Light. The canopy of thick, dark green leaves and the rhythmic clapping of hands responding to the call of
overhead is so dense that no light reaches the ground the music's beat fill the silent wood with the unmistakable
below, leaving the area in darkness at all hours of the
sounds of a party coming from just beyond the thick brush
day.
ahead of you.
Ruins. Decaying signs of an ancient civilization are
scattered throughout the Starwood. Long ago picked
clean by tomb raiders and adventure hunters, there are
still scraps of broken weapons, shattered worked stone,
and the occasional sign of a collapsed wall or building
strewn throughout the forest.

Herald of the Moon


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The group of drow refugees are making no effort to Roleplaying Drava T'syrr
conceal their presence, dancing wildly (and drunkenly) Since arriving in Cormanthor, Drava has completely given
to the atonal sawing of an out-of-tune fiddle that a female herself over to hedonistic impulses fueled by the Indefinite
Madness of Graz'zt. She has ignored the entreaties of her
is playing terribly. The elves are distracted and have companions, drinking through their stores and dancing to the
disadvantage on any Wisdom (Perception) check made screeching melodies she plays upon a stolen fiddle. She is
to notice the adventurers's arrival (disadvantage fearful of surface-dwellers, convinced that any meeting will
imposes a -5 penalty on their passive Perception score). inevitably end in blood. When the adventurers meet her, she is
drunk and frightened and consumed by her own reveling.
Recognizing that this behavior is very unusual for drow, She refuses to divulge any explanation for the drow's
especially on the surface, requires a successful DC 15 presence in the forest. She does not agree to relocate to the
Intelligence (History) check; whereas a successful DC refugee camps, but can be persuaded to take her group and
10 Wisdom (Insight) check detects something slightly depart this section of the Starwood without bloodshed.
Quote: "Pass the flagon; we'll all be spider food soon enough,
unhinged about their demeanor. and I'm not going to the Demonweb Pits sober."
The revelry comes to an abrupt halt as soon as the
adventurers reveal themselves, with the drow
Roleplaying Ilztoj A'Qaran
scrambling for weapons and taking up a defensive
Unlike Drava, Ilztoj has managed to keep his wits about him
posture; otherwise, the music and dancing lasts for inside the maddening wood, and has even begun to take an
several hours before breaking down into exhausted interest in the forest around them. He still honors his people's
squabbling and bitter muttering as the drow drop into social norms, and defers to Drava while she is present.
Quote: "Caution is a far sharper blade than that of
meditative trances to rest. If the adventurers opt to wait
heedlessness…I will bide my time and in so doing, hone my dagger
out the revel to gain an advantage over the drow, reflect to a razor's edge."
that choice in DM Appendix: The Fading Shadow.
In their moment of hesitation, there is a brief
Developments opportunity for the party to treat peacefully with the
When the drow become aware of the party, they spring drow. None of the group speaks Common; they
to readiness, grabbing for shortswords and crossbows. communicate with each other in Undercommon, though
they also can speak heavily-accented Elvish.
The dark elves before you look uncertainly towards the female
If the adventurers wish to parley with the drow, at
drow who casts her fiddle carelessly aside; rocking unsteadily
least one adventurer must succeed on a DC 15
on her feet as she draws a thin blade. Despite being slurred
Charisma (Persuasion) check to prevent the sudden
with drink, her voice carries the unmistakable air of command
outbreak of violence. Characters that speak
as she shouts instructions to the others.
Undercommon make this check with advantage. If the
characters have killed any of the drow, the check is
Drava T'syrr is a drow elite warrior who convinced the
made with disadvantage. If Drava is alive, any checks
group of eight drow to flee the Underdark and take their
made to intimidate the drow automatically fail. If she is
chances on the surface, but her lack of direction and
slain, however, the drow become more susceptible to
descent into hedonism has left her position in the group
threats. In this case, they may be intimidated, however
vulnerable. She commands the others to attack in
any check to do so is made with disadvantage.
Undercommon, but the order is not immediately obeyed.
If Drava is slain or the adventurers arrange to speak to
Most of the drow do not wish to fight, and look to Ilztoj
Ilztoj privately, the characters can learn the following
A'Qaran, a drow mage, for guidance.
information:

• The group of dark elves fled the Underdark several


tendays ago to escape enslavement at the hands of
fire giants. There couldn't stay in the Underdark as
it seemed filled with insane impulses. It was chaos
when they left, and he has no knowledge of how
things below the surface now stand.
• Cormanthor feels strange, somehow. As if the wild
impulses that have swept through the Underdark
also hold sway here. Has the entire world gone

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mad? • Very strong party: Add 2 shadow demons under Ilztoj's
• An ancient elven temple spans the boughs of control at the start of combat; he does not summon
additional demons.
several of the massive shadow top trees far
overhead. He was curious about it when the drow Secret Mission: Harpers
first arrived, but the lingering traces of still-active In order to succeed in their secret mission given by
magical wards persuaded him to leave well enough Elanil, Harpers must convince the drow to join the other
alone. refugees in the other camps on the border of the forest.
• This group of drow seeks only safe passage and Any attempt to convince the drow to acquiesce
refuge from the madness below ground. They hope involves dealing with Drava. If alive, she absolutely
to travel far enough over land to escape the fate of refuses to the characters's terms. Any attempts to
their settlement, and plan on eventually returning to persuade or intimidate her into agreeing automatically
the Underdark once they have put some distance fail. She is proud and believes that she will lose the
behind them. Ilztoj is eager for guidance and any confidence of her people if she acquiesces to terms
news about how things stand in the lands around issued by surface-dwellers. If pressed too far, she may
Cormanthor. grow tired and simply respond with violence--in which
case, the other drow attack the characters as well.
If any adventurer successfully engages the drow in Any sort of peaceful interaction with the drow makes it
conversation, the characters must succeed on a DC 12 clear that Drava has only half-hearted support from her
Charisma (Persuasion or Deception) group check to followers. As such, her removal from power is likely
show that they mean no harm, gaining advantage on the going to end up being the key to this encounter. The
roll if they do not have weapons displayed or characters should be encouraged to be creative in
unsheathed. If at least half of the group succeeds, determining the best way to do facilitate this.
combat is avoided; if more than half of the group fails to Suggestions of some possible actions by the characters
convince the drow of their peaceful intentions, the dark follow:
elves immediately attack and gain a surprise round Attacking Drava. If Drava is attacked her followers
against any adventurer who lowered their guard. leap to her defense (see Foes and Tactics, above). Once
she is defeated, any surviving drow automatically agree
Foes and Tactics to the characters terms. If none of her followers survive,
In combat, the drow fight as a highly-trained, cohesive
the characters fail the secret mission.
unit, making use of the tactical advantage offered by the
Challenging Drava to a Duel. Drava gladly accepts
gloom of the shadow top trees. The drow use darkness
any challenges to single combat from the characters.
in order to disorient their opponents immediately after
However, she has no intention of fighting fairly. At the
their allies have attacked, ending concentration the
beginning of each round after the first, roll a die. On an
following turn in order to attack without penalty. The
even result, she prompts one of her followers to attack
elite warrior focuses her attacks on any adventurers who
her opponent with a poisoned crossbow bolt using a sort
are carrying a light source, and the drow mage relies
of sign language. The attack is made with advantage
upon Evard's black tentacles and cloudkill to make the
unless the targeted character notices the treachery by
battlefield decidedly unpleasant for the party after
succeeding on a DC 15 Wisdom (Insight) check.
attempting to summon a shadow demon in the fight in
Fomenting Dissent. The characters may try to
the first round.
attempt one or more of Drava's followers to betray their
The drow's hearts are not entirely in this battle, and
leader. Convincing a drow requires a successful DC 12
they are unlikely to fight to the death; if Drava is slain or
Charisma (Deception or Persuasion) check. This check
the odds seem decidedly in the adventurers' favor, any
must be made for each individual drow that the
surviving drow attempt to surrender.
characters wish to sway.
Unless the characters instruct them otherwise, the
Adjusting the Encounter drow attempt to poison her with the drow sleeping
Here are recommendations for adjusting it to suit the group at poison. If allowed to do so, roll 1d8. Compare the result
your table. These are not cumulative:
to the number of drow recruited:
• Very weak party: Ilztoj does not summon a shadow demon.
• Weak party: Ilztoj does not summon a shadow demon. • Equal to or Less. The drow successfully poison her
• Strong party: Add 1 drow elite warrior.

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Not for resale. Permission granted to print or photocopy this document for personal use only. 18
and she falls unconscious.
• Higher. Drava notices the act and she and her
followers attack; save for those recruited by the
characters.
Convince Ilztoj to Take Charge. The drow mage
supports Drava only because he is accustomed to doing
so. If suitably inspired, he can be swayed into helping
the characters defeat Drava.
If a character succeeds at a DC 20 Charisma
(Persuasion) check, he agrees to assist them in
defeating Drava. If the character is an arcane spellcaster
makes this check with advantage. Similarly, if the
character has the story reward Friends in Low Places
(DDEX2-16 Boltsmelter's Book), finds that Ilztoj has
actually heard of the character from a colleague named
Murssvayas Dhuurniv and automatically succeeds on
this check.
The mage agrees to whatever plan of attack the
characters arrive at. Seeing the mage assisting the
characters is enough to persuade the other drow from
participating in the battle. In this case, do not use the
tactics described in the Adjusting the Encounter toolbar,
above.
Other Methods. The characters may come up with
clever ways of dealing with Drava on their own. Assign
checks with DCs appropriate for their level and the
challenge of the encounter. Let the characters shine
here.

Treasure
If the characters defeat the drow or convince them to
return to the refugee camps, they are able to secure a
bag containing stolen valuables within the drow camp:
an amber-colored potion of climbing, and pilfered
jewelry worth 240 gp along with coins worth 160 gp.
If Ilztoj is defeated, the characters also find his
spellbook, a tome bound in fleshy gray leather that
secretes an oily sheen that smells of sweat. It contains
the following spells that may be scribed into a
character's spellbook using the rules in the Player's
Handbook.

1st Level: mage armor, magic missile, shield, witch bolt


2nd Level: alter self, misty step, web
3rd Level: fly, lightning bolt
4th Level: Evard's black tentacles, greater invisibility
5th Level: cloudkill

XP Reward
If the party successfully completed the Harper secret
mission, award each character an additional 200 XP.

Herald of the Moon


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Death from Above
Part 3: Eventide Exploring Eventide Abbey presents many dangers, but chief
among them should be the imminent threat of plunging

Abbey hundreds of feet to your messy death on the forest floor below;
from this height, none but the heartiest (or luckiest)
adventurers are likely to survive a fall. Fortunately for our
TIME AS A STRAIGHT LINE TO OBLIVION TO THOSE WHO heroes, fear of the dive is far more important than the body
count at the base of the shadow tops.
VIEW IT WITHOUT WISDOM. To the faithful of Labelas Make sure the group is constantly aware of their precarious
Enoreth--those who have sought out and learned from position high in the trees; stress the sway of branches, the
crumbling of loose bark beneath their feet, the slickness of the
the knowledge of those that have passed before--time is aged wood. Generously reward caution and smart teamwork; a
instead a myriad of lines; a thousand and thousand good system of ropes to tether the party together goes a long
paths each leading to a thousand and thousand new way towards averting disaster, and a selfless dive to catch the
hand of a falling friend is the stuff inspiration is made of.
stories. That said…groups that ignore the obvious dangers (and
— Author unknown explicit warnings) may find themselves dropping like flies.

Eventide Abbey spans the branches of three massive 1. The Winding Stair
shadow top trees, hundreds of feet above the Starwood
The stairway winding round the shadow top is the only
forest floor.
viable alternative to a dangerous and time-consuming
Having reached the final approach to Eventide Abbey, you take
climb. Adventurers who insist on going up "the hard
way" can scale the trunk at half speed with a successful
a last moment to examine the shade coin that brought you to
DC 15 Strength (Athletics) check; ten successful checks
this place. Has its dark color faded? Does the diminishing
are required to reach the upper branches. Failing a
shadow magic Elanil claims it holds still remain? Will it be
check by more than five results in a fall to the forest
enough to draw the spirits into battle? You can't be certain.
floor below unless the climber is sufficiently tethered.
Craning your heads back to examine the barely visible
structure tucked into the branches at a dizzying height The craftsmanship of the elven treesingers is a marvel to
overhead, not is the time to climb. behold, even after over a century of neglect. The delicate
staircase before you is shaped from finely-woven branches and
General Features broad enough for two to walk abreast. The spiral winds around
The general features of Eventide Abbey are as follows: the perimeter of the massive trunk, climbing from the forest
Height. The Abbey sits 200 feet in the air, built into floor to branches that must be two hundred feet overhead.
the shadow top trees. The branches are sturdy, but
small gaps occur naturally and offer a dizzying gaze It is a long and wearying climb to the top. Each
straight down to the forest floor below. Gentle swaying adventurer must make a successful DC 10 Constitution
movements within the treetops make for a terrifying and check or suffer one level of Exhaustion.
nauseating experience for those unfamiliar with such
The branches beneath your feet sway gently as you emerge
heights.
onto a wide landing carved into the side of the tree. A set of
Foliage. Moving around on the branches of the trees
gorgeously embossed oak doors standing before you depict a
is much like moving through a corridor; dense growth
dazzling sunset over a vast forest.
blocks sight and passage away from the paths on the
limbs themselves. To your right, the limb you're standing on tapers to a narrow
Light. Having ascended to the highest branches of the bridge that stretches towards a second distant tree.
shadow top trees, the Abbey receives direct sunlight
appropriate to the time of day. There are two principal paths through the Abbey:
Sounds. The wood creaks and groans as adventurers navigating from branch to branch via perilous exterior
move about, and occasional snaps and pops of smaller walkways, or forging into the chambers sculpted into the
breaking branches crack through the otherwise still air. trunks of the great trees, with not knowing what may
Fauna. Little lives at this height, though occasional remain inside.
birds's nests and spiders's webs show some signs of
animal occupation.

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2. Hall of Welcome Treasure
A dusty and partially moss-covered panel set into the
This chamber is where long-ago visitors to the Abbey wall can be discovered with a successful DC 12 Wisdom
were first met and welcomed by novices. (Perception) check. Sliding it open reveals a cache of
very old religious texts beautifully illuminated in the
This wedge-shaped chamber is adorned with serene mosaics
elven style. To a collector, they could fetch up to 500 gp.
formed from slight variations in the color of individual bark
chips. Each of the six works lining the walls depicts common 4. Hall of the Faithful
scenes from elven life, with the setting sun featured
prominently in each. Whatever color once infused these This was once a comfortable lounge in which weary
mosaics has long since faded, giving the room a washed-out, pilgrims to the Abbey would rest to refresh themselves
muted feel. from the long climb before going about their business.
Two doors are set into the walls opposite, with a wooden
Carved wooden divans with rotted, tattered cushions and a
lectern growing seamlessly from the floor between them.
small, dry fountain with no obvious source of water suggest
Several benches rest half submerged into the tree walls, as if in
that this chamber was once a pleasant place when the Abbey
the process of being reclaimed by the shadow top.
was occupied.
Heavy double doors lead deeper into the Abbey, while two
This room once served as the Abbey's reception area
smaller doors stand back towards the entrance.
where petitioners would be processed according to their
need. Those seeking consultation on a point of divine
The double doors are sealed shut with overgrown bark
law would be shown through the left door to be assisted
and require either a successful DC 15 Strength check or
by a novice; those with greater business within the
ten minutes of hacking away excess bark with tools to
Abbey would pass through the right door to be received
open.
by higher-ranking clergy.
When the bearer of the shade coin enters this 5. Twisted Branches
chamber, the spirits lingering here become active. The
five will o' wisps may have forgotten themselves, but Adventurers can move from tree to tree at points where
they have not forgotten their hatred for the living. They the branches of two trees connect. Traversing the
begin the encounter invisible. Only characters with the narrowest limbs hundreds of feet in the air is a
ability to detect invisible creatures can see them. harrowing experience, and an unprepared party is likely
to have a brief and bloody reunion with the forest floor
below.
Adjusting the Encounter
Here are recommendations for adjusting it to suit the group at
your table. These are not cumulative: The tapering branches of the great shadow top stretch across
• Very weak party: Remove 2 will o' wisps. the empty air to meet the nearest narrow limb of a distant tree,
• Weak party: Remove 1 will o' wisp. forming a living bridge.
• Strong party: Add 1 will o' wisp. Set into the far trunk, you can barely make out the rough
• Very strong party: Add a 2 will o' wisps.
shape of another doorway leading deeper into the abbey
3. Consultation Chambers complex.

Here is a room for one-on-one conversations when lay Crossing the bough bridge requires a successful DC 10
petitioners journeyed here to consult with the clergy on Dexterity (Acrobatics) check. The use of a rope, climbing
a point of law. gear, or other appropriate preparations grants
advantage or other appropriate bonuses to the roll. On a
A series of paired plain benches face each other across simple
failure, a character may attempt to catch themselves as
tables lining the walls, with two sturdy looking doors leading
they fall by succeeding on a successful DC 10 Strength
out.
saving throw, though they suffer 5 (1d10) bludgeoning
damage in-so-doing. On a failure, the adventurer
plummets to the ground below and takes 70 (20d6)
bludgeoning damage on impact.

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6. Archive Entrance 8. Meditation Area
The keeping of records--especially births and historic The one-time residents of the Abbey would gather here
events--was sacred to Labelas Enoreth; all temples had after sunset services to engage in quiet meditation on
great reverence for the storage of such texts and the their completed duties of the day.
spreading of the knowledge they contained.
A large branch stretches out into the tree canopy, but ends in
An elaborately carved archway marks the passage into the only empty space. There is a stillness here; so far above the
trunk of the second shadow top tree. Delicate rune-letters in a earth below, the tranquility here is absolute.
variety of languages, both Common and unidentifiable, mark
this place as a library of divine laws. 9. Reading Room
7. Archive Higher-ranking clergy who wished for greater privacy
while perusing the archives would gather here, in this
At the height of the Abbey, the Archive contained a vast comfortable reading room.
repository of Labelas Enoreth's wisdom that the elves
took with them when they departed for The Retreat. Low chairs and small side tables have turned dry and nearly
petrified over years of disuse. A large, empty bookcase against
Stacked rows of carefully ordered shelves stretch towards the one wall has partially collapsed, blocking a door behind it.
vaulted ceilings 50 feet overhead, but now sit empty; no sign Another door opposite you leads out of the trunk.
remains of whatever tomes and scrolls they once held. The
entire chamber is spotlessly preserved with no traces of dust The bookcase blocks the entrance to area 10, and can
or the signs of abandonment you've seen elsewhere in the be moved with a successful DC 10 Strength check to
Abbey. clear passage for the doorway beyond.
Two closed doors are set into walls across from you.
10. Archivist’s Office
The archive is magically warded to preserve the valuable
A small chamber over-filled with writing desks, the
manuscripts which once resided here. That knowledge
Abbey archivists would keep track of their collection in
is long gone, but the lingering energy has prevented the
this room.
three black puddings which reside here from corroding
the wood of the room itself, even as they have consumed Desks and lecterns crowd this small room where a number of
all other matter. the Abbey's faithful must have once worked in too-close
The puddings dwell in the narrow cracks in the ceiling quarters. A closed door stands opposite.
overhead; they may be detected by a successful DC 15
Wisdom (Perception) check, though the dim conditions The door to Area 9 is wedged shut from the other side;
make them appear only as darker blotches within the forcing it open requires a successful DC 20 Strength
shadows. If undetected, the puddings attack with check which must be made with disadvantage by anyone
surprise, dropping down among the party as it attempts attempting to avoid damaging the door.
to cross the room.
Treasure
Adjusting the Encounter A hidden compartment in the base of one of the lecterns
Here are recommendations for adjusting it to suit the group at can be discovered with a successful DC 16 Intelligence
your table. These are not cumulative: (Investigation) check. Within rests an ornate holy
• Very weak and weak party: Replace black puddings with symbol of Labelas Enoreth, finely-wrought in an old
ochre jellies.
elven style. It is worth 450 gp.
• Strong and very strong party: Add 1 black pudding.

Treasure
Among the goopy remains, the party finds a slightly-
gooey, slime-covered silver bracelet that the oozes were
unable to digest. It seems likely to fetch 200 gp if sold at
market.

Herald of the Moon


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11. Swaying Branches the Abbey; visitors are exceptionally rare here, and she hasn't
spoken to anyone in ages. Emerging from the mural to address
the party, her voice is little more than a strained whisper, as if
When the Abbey was properly maintained, this bridge speech has become difficult for her.
was one of the major thoroughfares. In neglect, the Quote: "It's good to see the candle of faith has not yet burned
bindings that held the branches of the two trees together out completely...without visitors to the Abbey, why do we maintain
have failed, and they have grown apart. our vigil?"

The branches reaching towards each other from the distant She is curious about the outside world, and only
trees clearly once formed a bridge. Now, broken at the center indulges the party if they answer one of her questions
of their span to reveal a 12-foot gap between one limb and the for every one they pose of her. If treated with politely,
next, the branches sway gently in the stirring breeze. she can convey the following:

• The spirits currently occupying the abbey swore a


Adventurers with a Strength score of 12 or higher can binding oath in the name of Labelas Enoreth. The
clear the gap with a long jump with a ten-foot running deity, charged with overseeing the elves's long
start. Otherwise some creativity and teamwork is lifespan and their fate upon dying, and has not yet
required to span the gap. Landing on the swaying seen fit to release them from their vigil.
branch on the far side requires a successful DC 10 • If asked about Meira Faerenduil, Kesymys knows
Dexterity (Acrobatics) check to avoid falling prone and that the knight remains bound to the inner temple.
sliding towards the edge of the branch. • If asked about the Abbey or its defenses, she reveals
that the bough bridge ahead (area 15) is protected
12. Living Mural by a glyph of warding to repel non-elven intruders
A large mural depicting Labelas Enoreth is now home to approaching the inner temple. Speaking the pass
a curious spirit. phrase "I walk the long path of wisdom" allows safe
passage.
A huge mosaic formed from colorful--albeit flaking--chips of Kesymys is not inclined to be hostile, but if the party
colored bark covers a fifty foot wide concave landing shaped attempts to harm her or despoil the abbey, she defends
into the heart of the tree. The image depicts a silver-haired elf herself and her home. In the event of combat, Kesymys
sitting in silent contemplation wearing robes of green, grey, focuses her efforts on possessing a foe, then leaping
blue, and white. A large tome rests in the one of the elf's from the branches in her borrowed body. The
hands, and an hourglass in the other. A patch covers one of unfortunate host takes 70 (20d6) bludgeoning damage
his eyes--the dim light of a setting sun shining from beneath it. from the fall, and Kesymys disappears unharmed into
A door hangs awkwardly on rotted hinges next to the mural, the Ethereal Plane.
and the branch path to your right curves away into the foliage.
13. Forked Branches
Close inspection of the mural with a successful DC 13 The branches here are somewhat thinner, and divide in
Intelligence (Religion) check recognizes the work as the center to form two narrow paths to the third shadow
depicting Labelas Enoreth in his role as the keeper of top tree.
time.
The mural conceals the ghost of Kesymys, an acolyte The thinnest branches you've yet seen since ascending to the
who remained behind as a caretaker of Eventide Abbey Abbey reach out over empty space towards a third shadow top
when it was abandoned during the elven Retreat. ahead of you.
The first time a party member touches or closely The branches fork into two narrow paths that converge again
examines the mural, Kesymys emerges from the tree as they near the far trunk.
wall to speak with the adventurers.

Roleplaying Kesymys
Kesymys is curious about the group and their intentions within

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The branches here are fragile, and cannot individually A 4th-level glyph of warding seals the doors to the inner
bear the weight of an entire party traipsing across. If the temple, glowing with a faint magical aura. The glyph
group divides roughly their weight across the two spans triggers whenever a non-elf attempts to cross; it can be
roughly equally, or proceeds across one at a time, they deactivated for one minute by speaking the passphrase
cover the distance with little difficulty. "I walk the long path of wisdom" (which can be learned
If too much weight is placed upon a single branch, it from Kesymys) in either elvish or common. The glyph
snaps as the first adventurer reaches the midway point. can be dispelled by casting dispel magic or similar
That character can succeed on a DC 10 Dexterity saving effects as normal; otherwise, the only way to deactivate
throw to avoid falling, rolling with advantage if they were the glyph is to trigger it by attempting to open the door.
wary of the possibility of the branch breaking. Any When the glyph is triggered, each creature within 20
untethered adventurer that fails by 5 or more falls to the feet must make a DC 16 Dexterity saving throw or take
forest floor, taking 70 (20d6) bludgeoning damage upon 6d8 thunder damage as the ward explodes, or half as
impact. much damage on a successful save.

14. Temple Doors XP Award


If the characters bypass the glyph without triggering it,
These doors were intended to welcome the clergy of award each character 100 XP.
Labelas Enoreth and other residents of the Abbey to
worship at the inner temple. 17. The Fane of the Lastsun
These handsome double doors depict the cyclical phases of The innermost sanctum of Eventide Abbey, the Fane of
the sun: dawn, noon, dusk, midnight. They appear well- the Lastsun was where the clergy of Labelas Enoreth
maintained, showing none of the signs of decay you've seen would perform the Marking of Time; prayers conducted
elsewhere. as the sun set each evening.
Precisely etched elven letters declare this the entrance to
Fane of the Lastsun. The inner temple was designed long ago in the style of an
open amphitheater, with tiered rows of curved benches facing
15. Bridge a wooden altar. Behind the altar, a huge opening in the trunk
of the shadow top looks due west, rising well above the forest
This tree crossing from the second to the third shadow canopy below.
top contains a still-active magical ward to deter A female voice echoes in the empty chamber, "At last, you
intruders.
have come; long has been my vigil, but not in vain." The

The tree bridge here sweeps gracefully from shadow top to the spectral form of an elven warrior shimmers into being ten feet

next, the elven craftsmanship that went into merging the limbs above the temple floor; she is partially translucent, and her

of the two trees on fine display. eyes blaze with fury. "I swore to defend this Abbey, and that
oath has now come due."
16. Warded Arch The spirit extends her left hand and seems to catch hold of a
beam of light filtering down through the leaves overhead; as
These doors were primarily used by outsiders: lay she pulls her hand back, it grasps a faintly glowing longbow.
people and guests passed through this arch when invited She cries out in a loud, clear voice, "Defenders! Awaken! The
to take part in a ceremony at the inner temple. halls are breached! The time has come at last for us to drive
the shadows from this place!"
The heavy double doors fill the archway before you. Glowing
runes etched into the center of the door crackle with magical
The ghostly knight is Meira Faerenduil, and the arrival
energy that even the uninitiated recognize as a warning and a
of the adventurers has finally given her the opportunity
seal.
to fulfill the oath that bound her to the Abbey in undeath.
Precisely etched letters in common declare this to be the
The presence of the shade coin incites her to attack the
entrance to the Fane of the Lastsun.
party without hesitation, joined by two banshees that
rise from the floor on their first turn in the initiative
order.

Herald of the Moon


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Meira initially focuses her attacks on whichever The spirit of Meira Faerenduil sighs audibly, a great weight
character is carrying the shade coin, relying upon her removed from her chest. Lowering her weapons, she looks up
stand against the shadow trait to bring that target down. at you with pale eyes, now clear of the rage that had burned
Once that adventurer is killed or knocked unconscious-- within them. "You are no agents of shadow, and yet I find
or discards the shade coin--Meira uses her high mobility
myself free at last. I know not what you did, or why, or how,
and incorporeal movement to flit to locations that allow
but I know I am in your debt."
her to hide via cunning action in order to sneak attack,
Tired from her eternal vigil, she offers you the bow she
to pick off the invaders one-by-one.
wielded in both life and death.
As Meira guides you safely from the temple, she begins to
Stand Against the Shadow speak of the terrible changes that have seeped into the forest
When Meira makes a ranged attack roll with her oathbow
from the Underdark below, drawn up by the deep roots of the
against a target carrying a shade coin, she has advantage on the
roll. In addition, her target gains no benefit from cover, other trees.
than total cover, and she suffers no disadvantage due to long "I will visit with my great granddaughter, who set you on this
range. If the attack hits, the shade coin bearer takes an extra 11 task for no reason other than love and a desire to see things
(3d6) piercing damage.
set to rights. I sense greater perils yet remain for the mortals
of the world beyond the forest. Perhaps my vigil is not ended,
Adjusting the Encounter only changed…"
Here are recommendations for adjusting it to suit the group at
your table. These are not cumulative:
• Very weak and weak party: Replace 2 banshees with 1
wraith.
• Strong party: Add 1 banshee. Treasure
• Very strong party: Add 2 banshees. When Meira is slain, or as a gift when she is released
from her oath, the adventurers receive Shadowsong, an
Developments
oathbow.
If the fight is going poorly for the party, they can realize
that they can partially succeed in their mission even in
defeat, as Meira's oath is fulfilled. If the group attempts Conclusion
to withdraw or flee, Meira does not pursue them and In freeing Meira, the characters have simultaneously rid
subsequent investigation of the temple find no trace of the Abbey of any remaining haunting presences. Both
her, as her spirit is at peace. the Emerald Enclave and the Harpers plan on occupying
Once destroyed, the oath that Meira swore is upheld the structure and using it as a base of operations for
and she is released from her service. The manner in future endeavors.
which this happens depends on the status of the coin the Upon returning to Elanil, she is pleased with the
characters carry, as described, below: characters's accomplishments and thanks them for their
If the shade coin's magic has faded: Meira's spirit is aid.
released from her bond, and she fades into the well-
earned rest of true death.

The pale light that burns within the spirit of Meira Faerenduil
flares painfully bright. Her sharp features seem to soften in a
moment of relaxation as her image frays around the edges. An
audible sigh of wind gusts through the temple, catching Meira
and dissolving her into mist.
As the spirit disappears, the bow she held clatters to the
floor, the only sound within the silence.

If the shade coin's magic remains: Meira is free of her


oath, and recognizes the part you played in saving her
from an eternal vigil.

Herald of the Moon


Not for resale. Permission granted to print or photocopy this document for personal use only. 25
Rewards Treasure
Make sure note their rewards on their adventure log The characters receive the following treasure, divided
sheets. Give your name and DCI number (if applicable) up amongst the party. Characters should attempt to
so players can record who ran the session. divide treasure evenly whenever possible. Gold piece
values listed for sellable gear are calculated at their
Experience selling price, not their purchase price.
Consumable magic items should be divided up
Total up all combat experience earned for defeated
however the group sees fit. If more than one character is
foes, and divide by the number of characters present in
interested in a specific consumable magic item, the DM
the combat. For non-combat experience, the rewards
can determine who gets it randomly should the group be
are listed per character. Give all characters in the party
unable to decide.
non-combat experience awards unless otherwise noted.
Permanent magic items are divided according to a
Combat Awards system. See the sidebar if the adventure awards
Name of Foe XP per Foe permanent magic items.
Bulette 1,800
Treasure Awards
Giant boar 450
Hill giant 1,800 Item Name GP Value
Vine blight 100 Bulette nest 150
Treant 5,000 Drow camp loot 400
Drow 50 Religious texts 500
Drow elite warrior 1,800 Silver bracelet 200
Drow mage 2,900 Holy Symbol of Labelas Enoreth 450
Ochre jelly 450 Elanil's payment 1,000
Black pdding 1,100
Scroll of Protection (Plants)
Will o' wisp 450
Scroll, rare
Ghost 1,100
A description of this item can be found in the Dungeon
Banshee 1,100
Wraith 1,800
Master’s Guide.
Meira Faerenduil 3,900
Potion of Animal Friendship
Non-Combat Awards Potion, uncommon
Task Completed XP per Character A description of this item can be found in the Dungeon
Complete a faction secret mission 200 Master’s Guide.
Bypass the glyph of warding 100
Free Meira with the active coin 500 Ilztoj A’Qaran’s Spellbook
The binding of this spellbook is of a fleshy gray leather
Non-Combat Awards that secretes an oily sheen that smells of sweat. It
The minimum total award for each character contains the following spells that may be scribed into a
participating in this adventure is 4,500 experience character's spellbook using the rules in the Player's
points. Handbook.
The maximum total award for each character
1st Level: mage armor, magic missile, shield, witch bolt
participating in this adventure is 6,000 experience
2nd Level: alter self, misty step, web
points.
3rd Level: fly, lightning bolt
4th Level: Evard's black tentacles, greater invisibility
5th Level: cloudkill

Herald of the Moon


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Shadowsong (Oathbow)
Weapon (longbow), very rare (requires attunement by a
ranger)
Each of the elven oathbows are possessed of mythical
power and ancient legends. Shadowsong is hewn from a
supple length of yew and features curious green metal
tendrils snaking through its length. It glows dimly in the
presence of humans. The description of this item can be
found in the Dungeon Masters Guide.

Renown
All faction members earn one renown point for
participating in this adventure.

Harper characters of rank 2 (Harpshadow) or higher


who complete their special mission earn one additional
renown point and should note the completion of a
special mission on their adventure logsheet.

Emerald Enclave characters of rank 2


(Summerstrider) or higher who complete their special
mission earn one additional renown point and should
note the completion of a special mission on their
adventure logsheet.

Downtime
Each character receives 10 downtime days at the
conclusion of this adventure.

DM Rewards
You receive 400 XP, 200 gp, and 10 downtime days for
running this session.

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Appendix: Monster/NPC Charge. If the boar moves at least 20 feet straight toward a
target and then hits it with a tusk attack on the same turn, the
target takes an extra 7 (2d6) slashing damage. If the target is a
Statistics creature, it must succeed on a DC 13 Strength saving throw or
be knocked prone.

Bulette Relentless (Recharges after a Short or Long Rest). If the boar


Large monstrosity, unaligned takes 10 damage or less that would reduce it to 0 hit points, it
is reduced to 1 hit point instead.
Armor Class 17 (natural armor)
Hit Points 94 (9d10 + 45) Actions
Speed 40 ft., burrow 40 ft.
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 21 (+5) 2 (−4) 10 (+0) 5 (−3)

Skills Perception +6
Senses darkvision 60 ft., tremorsense 60 ft., Hill Giant
passive Perception 16 Huge giant, chaotic evil
Languages —
Challenge 5 (1,800 XP) Armor Class 13 (natural armor)
Hit Points 105 (10d12 + 40)
Standing Leap. The bulette’s long jump is up to 30 feet and its Speed 40 ft.
high jump is up to 15 feet, with or without a running start.
STR DEX CON INT WIS CHA
21 (+5) 8 (−1) 19 (+4) 5 (−3) 9 (−1) 6 (−2)
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: Skills Perception +2
30 (4d12 + 4) piercing damage. Senses passive Perception 12
Languages Giant
Deadly Leap. If the bulette jumps at least 15 feet as part of its Challenge 5 (1,800 XP)
movement, it can then use this action to land on its feet in a
space that contains one or more other creatures. Each of those
creatures must succeed on a DC 16 Strength or Dexterity saving Actions
throw (target’s choice) or be knocked prone and take 14 (3d6 +
Multiattack. The giant makes two greatclub attacks.
4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On
a successful save, the creature takes only half the damage, isn’t Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one
knocked prone, and is pushed 5 feet out of the bulette’s space target. Hit: 18 (3d8 + 5) bludgeoning damage.
into an unoccupied space of the creature’s choice. If no
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one
unoccupied space is within range, the creature instead falls
target. Hit: 21 (3d10 + 5) bludgeoning damage.
prone in the bulette’s space.

Giant Boar
Large beast, unaligned

Armor Class 12 (natural armor)


Hit Points 42 (5d10 + 15)
Speed 40 ft.

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 16 (+3) 2 (−4) 7 (−2) 5 (−3)

Senses passive Perception 8


Languages —
Challenge 2 (450 XP)

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Vine Blight Actions
Medium plant, neutral evil Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 14 (3d6 + 4) bludgeoning damage.
Armor Class 12 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 10 ft.
Treant
Huge plant, chaotic good
STR DEX CON INT WIS CHA
15 (+2) 8 (−1) 14 (+2) 5 (−3) 10 (+0) 3 (−4) Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Skills Stealth +1 Speed 30 ft.
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), STR DEX CON INT WIS CHA
passive Perception 10 23 (+6) 8 (−1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
Languages Common
Challenge 1/2 (100 XP) Damage Resistances bludgeoning, piercing
Damage Vulnerabilities fire
False Appearance. While the blight remains motionless, it is Senses passive Perception 13
indistinguishable from a tangle of vines. Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)
Actions False Appearance. While the treant remains motionless, it is
Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one indistinguishable from a normal tree.
target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or
smaller target is grappled (escape DC 12). Until this grapple Siege Monster. The treant deals double damage to objects and
ends, the target is restrained, and the blight can’t constrict structures.
another target.
Actions
Entangling Plants (Recharge 5–6). Grasping roots and vines
sprout in a 15-foot radius centered on the blight, withering Multiattack. The treant makes two slam attacks.
away after 1 minute. For the duration, that area is difficult Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
terrain for nonplant creatures. In addition, each creature of the Hit: 16 (3d6 + 6) bludgeoning damage.
blight’s choice in that area when the plants appear must
succeed on a DC 12 Strength saving throw or become Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one
restrained. A creature can use its action to make a DC 12 target. Hit: 28 (4d10 + 6) bludgeoning damage.
Strength check, freeing itself or another entangled creature Animate Trees (1/Day). The treant magically animates one or
within reach on a success. two trees it can see within 60 feet of it. These trees have the
same statistics as a treant, except they have Intelligence and
Charisma scores of 1, they can’t speak, and they have only the

Awakened Tree Slam action option. An animated tree acts as an ally of the
treant. The tree remains animate for 1 day or until it dies; until
Huge plant, unaligned the treant dies or is more than 120 feet from the tree; or until
the treant takes a bonus action to turn it back into an inanimate
Armor Class 13 (natural armor) tree. The tree then takes root if possible.
Hit Points 59 (7d12 + 14)
Speed 20 ft.

STR DEX CON INT WIS CHA


19 (+4) 6 (−2) 15 (+2) 10 (+0) 10 (+0) 7 (−2)

Damage Vulnerabilities fire


Damage Resistances bludgeoning, piercing
Senses passive Perception 10
Languages one language known by its creator
Challenge 2 (450 XP)

False Appearance. While the tree remains motionless, it is


indistinguishable from a normal tree.

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Drow Drow Elite Warrior
Medium humanoid (elf), neutral evil Medium humanoid (elf), neutral evil

Armor Class 15 (chain shirt) Armor Class 18 (studded leather, shield)


Hit Points 13 (3d8) Hit Points 71 (11d8 + 22)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) 13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)

Skills Perception +2, Stealth +4 Saving Throws Dex +7, Con +5, Wis +4
Senses darkvision 120 ft., passive Perception 12 Skills Perception +4, Stealth +10
Languages Elvish, Undercommon Senses darkvision 120 ft., passive Perception 14
Challenge 1/4 (50 XP) Languages Elvish, Undercommon
Challenge 5 (1,800 XP)
Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can’t put the drow to sleep. Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma
(spell save DC 11). It can innately cast the following spells, Innate Spellcasting. The drow’s spellcasting ability is Charisma
requiring no material components: (spell save DC 12). It can innately cast the following spells,
requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom Sunlight Sensitivity. While in sunlight, the drow has
(Perception) checks that rely on sight. disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions
target. Hit: 5 (1d6 + 2) piercing damage. Multiattack. The drow makes two shortsword attacks.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 Shortsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one
ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison
must succeed on a DC 13 Constitution saving throw or be damage.
poisoned for 1 hour. If the saving throw fails by 5 or more, the
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120
target is also unconscious while poisoned in this way. The
ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target
target wakes up if it takes damage or if another creature takes
must succeed on a DC 13 Constitution saving throw or be
an action to shake it awake.
poisoned for 1 hour. If the saving throw fails by 5 or more, the
target is also unconscious while poisoned in this way. The
target wakes up if it takes damage or if another creature takes
an action to shake it awake.

Reactions
Parry. The drow adds 3 to its AC against one melee attack that
would hit it. To do so, the drow must see the attacker and be
wielding a melee weapon.

Herald of the Moon


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Shadow Demon Drow Mage
Medium fiend (demon), chaotic evil Medium humanoid (elf), neutral evil

Armor Class 13 Armor Class 12 (15 with mage armor)


Hit Points 66 (12d8 + 12) Hit Points 45 (10d8)
Speed 30 ft., fly 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (−5) 17 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 9 (−1) 14 (+2) 10 (+0) 17 (+3) 13 (+1) 12 (+1)

Saving Throws Dex +5, Cha +4 Skills Arcana +6, Deception +5, Perception +4, Stealth +5
Skills Stealth +7 Senses darkvision 120 ft., passive Perception 14
Damage Vulnerabilities radiant Languages Elvish, Undercommon
Damage Resistances acid, fire, necrotic, thunder; bludgeoning, Challenge 7 (2,900 XP)
piercing, and slashing from nonmagical weapons
Damage Immunities cold, lightning, poison Fey Ancestry. The drow has advantage on saving throws against
Condition Immunities exhaustion, grappled, paralyzed, being charmed, and magic can’t put the drow to sleep.
petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 11 Innate Spellcasting. The drow’s innate spellcasting ability is
Languages Abyssal, telepathy 120 ft. Charisma (spell save DC 12). It can innately cast the following
Challenge 4 (1,100 XP) spells, requiring no material components:
At will: dancing lights
Incorporeal Movement. The demon can move through other 1/day each: darkness, faerie fire, levitate (self only)
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object. Spellcasting. The drow is a 10th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
Light Sensitivity. While in bright light, the demon has with spell attacks). The drow has the following wizard spells
disadvantage on attack rolls, as well as on Wisdom prepared:
(Perception) checks that rely on sight.
Cantrips (at will): mage hand, minor illusion, poison spray, ray of
Shadow Stealth. While in dim light or darkness, the demon can frost
take the Hide action as a bonus action. 1st level (4 slots): mage armor, magic missile, shield, witch bolt
2nd level (3 slots): alter self, misty step, web
Actions 3rd level (3 slots): fly, lightning bolt
4th level (3 slots): Evard’s black tentacles, greater invisibility
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5th level (2 slots): cloudkill
Hit: 10 (2d6 + 3) psychic damage or, if the demon had
advantage on the attack roll, 17 (4d6 + 3) psychic damage. Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1)
bludgeoning damage if used with two hands, plus 3 (1d6)
poison damage.
Summon Demon (1/Day). The drow magically summons a
quasit, or attempts to summon a shadow demon with a 50
percent chance of success. The summoned demon appears in
an unoccupied space within 60 feet of its summoner, acts as an
ally of its summoner, and can’t summon other demons. It
remains for 10 minutes, until it or its summoner dies, or until
its summoner dismisses it as an action.

Herald of the Moon


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Will-o’-Wisp Ochre Jelly
Tiny undead, chaotic evil Large ooze, unaligned

Armor Class 19 Armor Class 8


Hit Points 22 (9d4) Hit Points 45 (6d10 + 12)
Speed 0 ft., fly 50 ft. (hover) Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0) 15 (+2) 6 (−2) 14 (+2) 2 (−4) 6 (−2) 1 (−5)

Damage Immunities lightning, poison Damage Resistances acid


Damage Resistances acid, cold, fire, necrotic, thunder; Damage Immunities lightning, slashing
bludgeoning, piercing, and slashing from nonmagical Condition Immunities blinded, charmed, deafened, exhaustion,
weapons frightened, prone
Condition Immunities exhaustion, grappled, paralyzed, Senses blindsight 60 ft. (blind beyond this radius),
poisoned, prone, restrained, unconscious passive Perception 8
Senses darkvision 120 ft., passive Perception 12 Languages —
Languages the languages it knew in life Challenge 2 (450 XP)
Challenge 2 (450 XP)
Amorphous. The jelly can move through a space as narrow as 1
Consume Life. As a bonus action, the will-o’-wisp can target one inch wide without squeezing.
creature it can see within 5 feet of it that has 0 hit points and is
still alive. The target must succeed on a DC 10 Constitution Spider Climb. The jelly can climb difficult surfaces, including
saving throw against this magic or die. If the target dies, the upside down on ceilings, without needing to make an ability
will-o’-wisp regains 10 (3d6) hit points. check.

Ephemeral. The will-o’-wisp can’t wear or carry anything. Actions


Incorporeal Movement. The will-o’-wisp can move through Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
other creatures and objects as if they were difficult terrain. It target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid
takes 5 (1d10) force damage if it ends its turn inside an object. damage.
Variable Illumination. The will-o’-wisp sheds bright light in a 5-
to 20-foot radius and dim light for an additional number of feet Reactions
equal to the chosen radius. The will-o’-wisp can alter the radius Split. When a jelly that is Medium or larger is subjected to
as a bonus action. lightning or slashing damage, it splits into two new jellies if it
has at least 10 hit points. Each new jelly has hit points equal to
Actions half the original jelly’s, rounded down. New jellies are one size
smaller than the original jelly.
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature.
Hit: 9 (2d8) lightning damage.
Invisibility. The will-o’-wisp and its light magically become
invisible until it attacks or uses its Life Drain, or until its
concentration ends (as if concentrating on a spell).

Herald of the Moon


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Black Pudding STR
7 (−2)
DEX
13 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
17 (+3)
Large ooze, unaligned
Damage Resistances acid, fire, lightning, thunder; bludgeoning,
Armor Class 7 piercing, and slashing from nonmagical weapons
Hit Points 85 (10d10 + 30) Damage Immunities cold, necrotic, poison
Speed 20 ft., climb 20 ft. Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 11
16 (+3) 5 (−3) 16 (+3) 1 (−5) 6 (−2) 1 (−5) Languages any languages it knew in life
Challenge 4 (1,100 XP)
Damage Immunities acid, cold, lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane
frightened, prone when it is on the Material Plane, and vice versa.
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8 Incorporeal Movement. The ghost can move through other
Languages — creatures and objects as if they were difficult terrain. It takes 5
Challenge 4 (1,100 XP) (1d10) force damage if it ends its turn inside an object.

Amorphous. The pudding can move through a space as narrow Actions


as 1 inch wide without squeezing.
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Corrosive Form. A creature that touches the pudding or hits it one target. Hit: 17 (4d6 + 3) necrotic damage.
with a melee attack while within 5 feet of it takes 4 (1d8) acid
Etherealness. The ghost enters the Ethereal Plane from the
damage. Any nonmagical weapon made of metal or wood that
Material Plane, or vice versa. It is visible on the Material Plane
hits the pudding corrodes. After dealing damage, the weapon
while it is in the Border Ethereal, and vice versa, yet it can’t
takes a permanent and cumulative −1 penalty to damage rolls.
affect or be affected by anything on the other plane.
If its penalty drops to −5, the weapon is destroyed. Nonmagical
ammunition made of metal or wood that hits the pudding is Horrifying Visage. Each non-undead creature within 60 feet of
destroyed after dealing damage. the ghost that can see it must succeed on a DC 13 Wisdom
The pudding can eat through 2-inch-thick, nonmagical wood saving throw or be frightened for 1 minute. If the save fails by 5
or metal in 1 round. or more, the target also ages 1d4 × 10 years. A frightened target
can repeat the saving throw at the end of each of its turns,
Spider Climb. The pudding can climb difficult surfaces,
ending the frightened condition on itself on a success. If a
including upside down on ceilings, without needing to make an
target’s saving throw is successful or the effect ends for it, the
ability check.
target is immune to this ghost’s Horrifying Visage for the next
24 hours. The aging effect can be reversed with a greater
Actions restoration spell, but only within 24 hours of it occurring.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Possession (Recharge 6). One humanoid that the ghost can see
target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid
within 5 feet of it must succeed on a DC 13 Charisma saving
damage. In addition, nonmagical armor worn by the target is
throw or be possessed by the ghost; the ghost then disappears,
partly dissolved and takes a permanent and cumulative −1
and the target is incapacitated and loses control of its body.
penalty to the AC it offers. The armor is destroyed if the penalty
The ghost now controls the body but doesn’t deprive the target
reduces its AC to 10.
of awareness. The ghost can’t be targeted by any attack, spell,
or other effect, except ones that turn undead, and it retains its
Reactions alignment, Intelligence, Wisdom, Charisma, and immunity to
Split. When a pudding that is Medium or larger is subjected to being charmed and frightened. It otherwise uses the possessed
lightning or slashing damage, it splits into two new puddings if target’s statistics, but doesn’t gain access to the target’s
it has at least 10 hit points. Each new pudding has hit points knowledge, class features, or proficiencies.
equal to half the original pudding’s, rounded down. New The possession lasts until the body drops to 0 hit points, the
puddings are one size smaller than the original pudding. ghost ends it as a bonus action, or the ghost is turned or forced
out by an effect like the dispel evil and good spell. When the
possession ends, the ghost reappears in an unoccupied space
within 5 feet of the body. The target is immune to this ghost’s
Ghost Possession for 24 hours after succeeding on the saving throw
or after the possession ends.
Medium undead, any alignment

Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft.

Herald of the Moon


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Banshee Wraith
Medium undead, chaotic evil Medium undead, neutral evil

Armor Class 12 Armor Class 13


Hit Points 58 (13d8) Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 40 ft. (hover) Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (−5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3) 6 (−2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

Saving Throws Wis +2, Cha +4 Damage Resistances acid, cold, fire, lightning, thunder;
Damage Resistances acid, fire, lightning, thunder; bludgeoning, bludgeoning, piercing, and slashing from nonmagical
piercing, and slashing from nonmagical weapons weapons that aren’t silvered
Damage Immunities cold, necrotic, poison Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, Condition Immunities charmed, exhaustion, grappled,
grappled, paralyzed, petrified, poisoned, prone, restrained paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish Languages the languages it knew in life
Challenge 4 (1,100 XP) Challenge 5 (1,800 XP)

Incorporeal Movement. The wraith can move through other


Detect Life. The banshee can magically sense the presence of creatures and objects as if they were difficult terrain. It takes 5
living creatures up to 5 miles away. She knows the general (1d10) force damage if it ends its turn inside an object.
direction they’re in but not their exact locations.
Sunlight Sensitivity. While in sunlight, the wraith has
Incorporeal Movement. The banshee can move through other disadvantage on attack rolls, as well as on Wisdom
creatures and objects as if they were difficult terrain. She takes (Perception) checks that rely on sight.
5 (1d10) force damage if she ends her turn inside an object.
Actions
Actions
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must
target. Hit: 12 (3d6 + 2) necrotic damage. succeed on a DC 14 Constitution saving throw or its hit point
Horrifying Visage. Each non-undead creature within 60 feet of maximum is reduced by an amount equal to the damage taken.
the banshee that can see her must succeed on a DC 13 Wisdom This reduction lasts until the target finishes a long rest. The
saving throw or be frightened for 1 minute. A frightened target target dies if this effect reduces its hit point maximum to 0.
can repeat the saving throw at the end of each of its turns, with Create Specter. The wraith targets a humanoid within 10 feet of
disadvantage if the banshee is within line of sight, ending the it that has been dead for no longer than 1 minute and died
effect on itself on a success. If a target’s saving throw is violently. The target’s spirit rises as a specter in the space of its
successful or the effect ends for it, the target is immune to the corpse or in the nearest unoccupied space. The specter is under
banshee’s Horrifying Visage for the next 24 hours. the wraith’s control. The wraith can have no more than seven
Wail (1/Day). The banshee releases a mournful wail, provided specters under its control at one time.
that she isn’t in sunlight. This wail has no effect on constructs
and undead. All other creatures within 30 feet of her that can
hear her must make a DC 13 Constitution saving throw. On a
failure, a creature drops to 0 hit points. On a success, a
creature takes 10 (3d6) psychic damage.

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Meira Faerenduil
Medium undead, lawful neutral

Armor Class 16
Hit Points 91 (14d8 + 28)
Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA


7 (−2) 16 (+3) 16 (+3) 13 (+1) 11 (+0) 17 (+3)

Damage Resistances acid, fire, lightning, thunder; bludgeoning,


piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish, Netherese
Challenge 8 (3,900 XP)

Cunning Action. On each of her turns, Meira can use a bonus


action to take the Dash, Disengage, or Hide action.
Evasion. If Meira is subjected to an effect that allows her to
make a Dexterity saving throw to take only half damage, she
instead takes no damage if she succeeds on the saving throw,
and only half damage if she fails.
Incorporeal Movement. Meira can move through other
creatures and objects as if they were difficult terrain. She takes
5 (1d10) force damage if she ends her turn inside an object.
Sneak Attack (1/Turn). Meira deals an extra 13 (4d6) damage
when she hits a target with a weapon attack and has advantage
on the attack roll, or when the target is within 5 feet of an ally of
Meira that isn’t incapacitated and she doesn’t have
disadvantage on the attack roll.

Actions
Multiattack. Meira makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Oathbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.

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DM Appendix: NPC
Summary
This section is provided to the Dungeon Master to help
keep track of the various NPCs present in the adventure.

Elanil Elassidil (EL-uh-kneel uh-LASS-ih-deel).


Female elf. Bard extraordinaire and member of the
Harpers.

Serinia (say-RINN-ee-uh). Female gnome cleric of


Mielikki. Steward at the Hall of the Unicorn.

Meira Faerenduil (MAY-ruh fey-RENN-dwill). Female


elf ghost. In life, a knight of Labelas Enoreth. Swore an
oath to defend Eventide Abbey against the Shade
Enclave. Died upholding it, but remained as a ghost,
bound to the Abbey by her oath.

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DM Appendix: The Fading Shadow

You can use the following chart to help keep track of the amount of shadow magic left inside of the shade coin.
Do not share this with the players.

Did the party…


Header Yes No

…travel from Elventree at a moderate pace, rather than make haste to the forest's edge?

…struggle to spot the trail into the Midwood?

…tarry in Brightleaf's grove to listen to his ramblings?

…wait for the drow to tire from their revel before engaging them?

…take a long rest before entering the Abbey?

…take a long or short rest after entering the Abbey?

If the answer to at least three of the above questions is "yes", then the shade coin's magic will have faded by the adventure's
conclusion, with consequences for the overall outcome of the mission.

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Map: Eventide Abbey

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Results Code: September-October 2015
If you are DMing this adventure during the months of September or October 2015, please show your players this page.
The QR code below can be scanned, and will allow them to give feedback and results on the adventure to influence the
storyline in the future!

If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their
results.

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